feat(gui): add Gear Selector and fix kill counting
- Remove auto-kill counting on loot (was overcounting) - Add GearSelectorDialog to select weapons/armor/tools from Nexus API - Add Tools → Select Gear menu (Ctrl+G) - Selected weapon now shows in HUD during session - Uses mock data from nexus_api.py for now
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@ -0,0 +1,230 @@
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"""
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Gear Selector Dialog for Lemontropia Suite
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Uses Entropia Nexus API to search and select real gear.
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"""
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from PyQt6.QtWidgets import (
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QDialog, QVBoxLayout, QHBoxLayout, QLabel, QLineEdit,
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QPushButton, QComboBox, QTreeWidget, QTreeWidgetItem,
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QDialogButtonBox, QTabWidget, QGroupBox, QFormLayout,
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QMessageBox, QHeaderView
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)
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from PyQt6.QtCore import Qt, pyqtSignal
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from decimal import Decimal
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import asyncio
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from typing import Optional, List
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class GearSelectorDialog(QDialog):
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"""Dialog for selecting gear from Entropia Nexus."""
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gear_selected = pyqtSignal(str, str, dict) # type, name, stats
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def __init__(self, gear_type: str = "weapon", parent=None):
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super().__init__(parent)
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self.gear_type = gear_type # weapon, armor, tool
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self.selected_gear = None
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self.setWindowTitle(f"Select {gear_type.title()} - Entropia Nexus")
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self.setMinimumSize(700, 500)
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self.setup_ui()
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# Load initial data
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self.load_mock_data() # Use mock data for now
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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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# Search box
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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(f"Search for {self.gear_type}...")
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self.search_input.returnPressed.connect(self.on_search)
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search_layout.addWidget(self.search_input)
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self.search_btn = QPushButton("Search")
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self.search_btn.clicked.connect(self.on_search)
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search_layout.addWidget(self.search_btn)
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layout.addLayout(search_layout)
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# Results list
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self.results_tree = QTreeWidget()
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self.results_tree.setHeaderLabels(["Name", "Damage/Protection", "DPP/Cost", "Range/Depth"])
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self.results_tree.setAlternatingRowColors(True)
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self.results_tree.setSelectionMode(QTreeWidget.SelectionMode.SingleSelection)
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self.results_tree.itemSelectionChanged.connect(self.on_selection_changed)
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self.results_tree.itemDoubleClicked.connect(self.on_item_double_clicked)
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# Adjust columns
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header = self.results_tree.header()
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header.setSectionResizeMode(0, QHeaderView.ResizeMode.Stretch)
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header.setSectionResizeMode(1, QHeaderView.ResizeMode.Fixed)
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header.setSectionResizeMode(2, QHeaderView.ResizeMode.Fixed)
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header.setSectionResizeMode(3, QHeaderView.ResizeMode.Fixed)
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header.resizeSection(1, 120)
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header.resizeSection(2, 100)
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header.resizeSection(3, 100)
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layout.addWidget(self.results_tree)
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# Stats preview
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self.stats_group = QGroupBox("Stats Preview")
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self.stats_layout = QFormLayout(self.stats_group)
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self.stats_layout.addRow("Select an item to view stats", QLabel(""))
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layout.addWidget(self.stats_group)
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# Buttons
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button_box = QDialogButtonBox(
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QDialogButtonBox.StandardButton.Ok | QDialogButtonBox.StandardButton.Cancel
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)
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button_box.accepted.connect(self.on_accept)
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button_box.rejected.connect(self.reject)
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self.ok_btn = button_box.button(QDialogButtonBox.StandardButton.Ok)
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self.ok_btn.setEnabled(False)
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self.ok_btn.setText("Select Gear")
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layout.addWidget(button_box)
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def load_mock_data(self):
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"""Load mock gear data for testing."""
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from core.nexus_api import MOCK_WEAPONS, MOCK_ARMORS, MOCK_TOOLS
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self.results_tree.clear()
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if self.gear_type == "weapon":
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for weapon_id, weapon in MOCK_WEAPONS.items():
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item = QTreeWidgetItem([
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weapon.name,
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f"{weapon.damage}",
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f"{weapon.dpp}",
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f"{weapon.range}m"
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])
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item.setData(0, Qt.ItemDataRole.UserRole, {
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'id': weapon_id,
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'type': 'weapon',
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'data': weapon
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})
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self.results_tree.addTopLevelItem(item)
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elif self.gear_type == "armor":
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for armor_id, armor in MOCK_ARMORS.items():
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total_prot = armor.get_total_protection()
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item = QTreeWidgetItem([
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armor.name,
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f"{total_prot}",
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f"{armor.decay_pec} PEC",
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"-"
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])
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item.setData(0, Qt.ItemDataRole.UserRole, {
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'id': armor_id,
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'type': 'armor',
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'data': armor
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})
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self.results_tree.addTopLevelItem(item)
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elif self.gear_type == "tool":
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for tool_id, tool in MOCK_TOOLS.items():
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item = QTreeWidgetItem([
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tool.name,
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f"{tool.depth}m",
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f"{tool.decay_pec} PEC",
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f"{tool.radius}m"
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])
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item.setData(0, Qt.ItemDataRole.UserRole, {
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'id': tool_id,
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'type': 'tool',
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'data': tool
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})
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self.results_tree.addTopLevelItem(item)
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def on_search(self):
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"""Search for gear."""
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query = self.search_input.text().strip().lower()
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if not query:
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self.load_mock_data()
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return
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# Filter results
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for i in range(self.results_tree.topLevelItemCount()):
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item = self.results_tree.topLevelItem(i)
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name = item.text(0).lower()
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item.setHidden(query not in name)
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def on_selection_changed(self):
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"""Handle selection change."""
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selected = self.results_tree.selectedItems()
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if selected:
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item_data = selected[0].data(0, Qt.ItemDataRole.UserRole)
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self.selected_gear = item_data
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self.ok_btn.setEnabled(True)
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self.update_stats_preview(item_data)
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else:
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self.selected_gear = None
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self.ok_btn.setEnabled(False)
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def update_stats_preview(self, item_data):
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"""Update stats preview."""
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# Clear previous
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while self.stats_layout.rowCount() > 0:
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self.stats_layout.removeRow(0)
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gear = item_data['data']
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if item_data['type'] == 'weapon':
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self.stats_layout.addRow("Damage:", QLabel(f"{gear.damage}"))
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self.stats_layout.addRow("DPP:", QLabel(f"{gear.dpp}"))
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self.stats_layout.addRow("Decay:", QLabel(f"{gear.decay_pec} PEC"))
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self.stats_layout.addRow("Ammo:", QLabel(f"{gear.ammo_pec} PEC"))
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self.stats_layout.addRow("Range:", QLabel(f"{gear.range}m"))
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self.stats_layout.addRow("Attacks/min:", QLabel(f"{gear.attacks_per_min}"))
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self.stats_layout.addRow("Cost/hour:", QLabel(f"{gear.calculate_cost_per_hour():.2f} PED"))
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elif item_data['type'] == 'armor':
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self.stats_layout.addRow("Decay:", QLabel(f"{gear.decay_pec} PEC"))
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self.stats_layout.addRow("Total Protection:", QLabel(f"{gear.get_total_protection()}"))
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for dmg_type, value in gear.protection.items():
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self.stats_layout.addRow(f" {dmg_type.title()}:", QLabel(f"{value}"))
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elif item_data['type'] == 'tool':
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self.stats_layout.addRow("Type:", QLabel(f"{gear.tool_type}"))
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self.stats_layout.addRow("Depth:", QLabel(f"{gear.depth}m"))
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self.stats_layout.addRow("Radius:", QLabel(f"{gear.radius}m"))
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self.stats_layout.addRow("Decay:", QLabel(f"{gear.decay_pec} PEC"))
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if gear.probe_cost:
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self.stats_layout.addRow("Cost/drop:", QLabel(f"{gear.calculate_cost_per_drop():.3f} PED"))
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def on_item_double_clicked(self, item, column):
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"""Handle double click."""
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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.selected_gear:
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gear = self.selected_gear['data']
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self.gear_selected.emit(
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self.selected_gear['type'],
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gear.name,
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{
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'id': self.selected_gear['id'],
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'dpp': getattr(gear, 'dpp', None),
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'cost_per_hour': getattr(gear, 'calculate_cost_per_hour', lambda: 0)()
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}
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)
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self.accept()
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if __name__ == "__main__":
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import sys
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from PyQt6.QtWidgets import QApplication
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app = QApplication(sys.argv)
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dialog = GearSelectorDialog("weapon")
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if dialog.exec() == QDialog.DialogCode.Accepted:
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print("Selected gear:", dialog.selected_gear)
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sys.exit(0)
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@ -587,9 +587,9 @@ class HUDOverlay(QWidget):
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return
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self._stats.loot_total += value_ped
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# Count actual loot as kills (exclude Shrapnel and Universal Ammo)
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if item_name not in ('Shrapnel', 'Universal Ammo'):
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self._stats.kills += 1
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# Note: Kill counting should be based on actual kill messages from log
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# For now, we don't auto-increment kills on loot to avoid overcounting
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# (Multiple items from one kill would count as multiple kills)
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self._refresh_display()
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self.stats_updated.emit(self._stats.to_dict())
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@ -251,6 +251,10 @@ class MainWindow(QMainWindow):
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self.current_session_id: Optional[int] = None
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self._current_db_session_id: Optional[int] = None
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# Selected gear
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self._selected_weapon: Optional[str] = None
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self._selected_weapon_stats: Optional[dict] = None
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# Setup UI
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self.setup_ui()
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self.apply_dark_theme()
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@ -533,6 +537,13 @@ class MainWindow(QMainWindow):
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# Tools menu
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tools_menu = menubar.addMenu("&Tools")
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gear_action = QAction("&Select Gear", self)
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gear_action.setShortcut("Ctrl+G")
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gear_action.triggered.connect(self.on_select_gear)
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tools_menu.addAction(gear_action)
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tools_menu.addSeparator()
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loadout_action = QAction("&Loadout Manager", self)
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loadout_action.setShortcut("Ctrl+L")
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loadout_action.triggered.connect(self.on_loadout_manager)
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@ -899,8 +910,9 @@ class MainWindow(QMainWindow):
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# Show HUD and start session tracking
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self.hud.show()
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self.hud.start_session(weapon="Unknown", loadout="Default")
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self.log_info("HUD", "HUD overlay shown and session tracking started")
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weapon_name = self._selected_weapon or "Unknown"
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self.hud.start_session(weapon=weapon_name, loadout="Default")
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self.log_info("HUD", f"HUD shown - Weapon: {weapon_name}")
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def _setup_log_watcher_callbacks(self):
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"""Setup LogWatcher event callbacks."""
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@ -1244,6 +1256,27 @@ class MainWindow(QMainWindow):
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dialog = LoadoutManagerDialog(self)
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dialog.exec()
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def on_select_gear(self):
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"""Open Gear Selector dialog."""
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from ui.gear_selector import GearSelectorDialog
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# For now, default to weapon selection
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dialog = GearSelectorDialog("weapon", self)
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dialog.gear_selected.connect(self.on_gear_selected)
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dialog.exec()
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def on_gear_selected(self, gear_type: str, name: str, stats: dict):
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"""Handle gear selection."""
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self._selected_weapon = name
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self._selected_weapon_stats = stats
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self.log_info("Gear", f"Selected {gear_type}: {name}")
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# If session is active, update HUD
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if self.session_state == SessionState.RUNNING:
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self.hud.update_stats({
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'weapon': name
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})
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def on_about(self):
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"""Show about dialog."""
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QMessageBox.about(
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