""" Lemontropia Suite - Simple Weapon Selector Quick weapon selection for cost configuration. """ import logging from decimal import Decimal, InvalidOperation from PyQt6.QtWidgets import ( QDialog, QVBoxLayout, QHBoxLayout, QLabel, QPushButton, QLineEdit, QListWidget, QListWidgetItem, QMessageBox, QFormLayout, QGroupBox ) from PyQt6.QtCore import Qt, pyqtSignal from core.nexus_full_api import get_nexus_api logger = logging.getLogger(__name__) class WeaponSelectorDialog(QDialog): """Simple dialog to select a weapon for cost tracking.""" def __init__(self, parent=None): super().__init__(parent) self.setWindowTitle("Select Weapon") self.setMinimumSize(500, 400) self.selected_weapon = None self._weapons = [] self._setup_ui() self._load_weapons() def _setup_ui(self): """Setup simple UI.""" layout = QVBoxLayout(self) layout.setSpacing(10) # Search search_layout = QHBoxLayout() search_layout.addWidget(QLabel("Search:")) self.search_edit = QLineEdit() self.search_edit.setPlaceholderText("Type weapon name...") self.search_edit.textChanged.connect(self._on_search) search_layout.addWidget(self.search_edit) layout.addLayout(search_layout) # Weapon list self.weapon_list = QListWidget() self.weapon_list.itemClicked.connect(self._on_select) self.weapon_list.itemDoubleClicked.connect(self._on_double_click) layout.addWidget(self.weapon_list) # Preview preview_group = QGroupBox("Selected Weapon") preview_layout = QFormLayout(preview_group) self.preview_name = QLabel("None") preview_layout.addRow("Name:", self.preview_name) self.preview_damage = QLabel("-") preview_layout.addRow("Damage:", self.preview_damage) self.preview_decay = QLabel("-") preview_layout.addRow("Decay:", self.preview_decay) self.preview_ammo = QLabel("-") preview_layout.addRow("Ammo:", self.preview_ammo) self.preview_cost = QLabel("-") self.preview_cost.setStyleSheet("font-weight: bold; color: #7FFF7F;") preview_layout.addRow("Cost/Shot:", self.preview_cost) layout.addWidget(preview_group) # Buttons button_layout = QHBoxLayout() button_layout.addStretch() self.ok_btn = QPushButton("Select") self.ok_btn.clicked.connect(self.accept) self.ok_btn.setEnabled(False) self.ok_btn.setStyleSheet(""" QPushButton { background-color: #2E7D32; color: white; padding: 8px 16px; font-weight: bold; } QPushButton:disabled { background-color: #333; color: #666; } """) button_layout.addWidget(self.ok_btn) cancel_btn = QPushButton("Cancel") cancel_btn.clicked.connect(self.reject) button_layout.addWidget(cancel_btn) layout.addLayout(button_layout) def _load_weapons(self): """Load weapons from API.""" try: nexus = get_nexus_api() all_weapons = nexus.get_all_weapons() # Filter out weapons with invalid/null decay or ammo self._weapons = [] for w in all_weapons: try: # Validate that decay and ammo are valid numbers decay_val = w.decay if w.decay is not None else 0 ammo_val = w.ammo_burn if w.ammo_burn is not None else 0 # Try to convert to Decimal to validate Decimal(str(decay_val)) Decimal(str(ammo_val)) self._weapons.append(w) except (InvalidOperation, ValueError, TypeError): # Skip weapons with invalid data continue # Sort by name self._weapons.sort(key=lambda w: w.name.lower()) self._populate_list(self._weapons) except Exception as e: logger.error(f"Failed to load weapons: {e}") QMessageBox.warning(self, "Error", f"Failed to load weapons: {e}") def _populate_list(self, weapons): """Populate list with weapons.""" self.weapon_list.clear() for weapon in weapons: try: # Get values with safe defaults decay_raw = weapon.decay if weapon.decay is not None else 0 ammo_raw = weapon.ammo_burn if weapon.ammo_burn is not None else 0 # Calculate cost per shot decay_pec = Decimal(str(decay_raw)) ammo = Decimal(str(ammo_raw)) cost_per_shot = (decay_pec / Decimal("100")) + (ammo * Decimal("0.0001")) item = QListWidgetItem(f"{weapon.name} (💰 {cost_per_shot:.4f} PED)") item.setData(Qt.ItemDataRole.UserRole, weapon) # Tooltip tooltip = ( f"Damage: {weapon.damage}\n" f"Decay: {decay_raw} PEC\n" f"Ammo: {ammo_raw}\n" f"Range: {weapon.range_val}\n" f"DPP: {weapon.dpp:.2f}" if weapon.dpp else "DPP: -" ) item.setToolTip(tooltip) self.weapon_list.addItem(item) except Exception as e: # Skip weapons that fail to process logger.debug(f"Skipping weapon {getattr(weapon, 'name', 'unknown')}: {e}") continue def _on_search(self, text): """Filter weapons by search text.""" if not text: self._populate_list(self._weapons) return text_lower = text.lower() filtered = [w for w in self._weapons if text_lower in w.name.lower()] self._populate_list(filtered) def _on_select(self, item): """Update preview when weapon selected.""" weapon = item.data(Qt.ItemDataRole.UserRole) if not weapon: return self.selected_weapon = weapon # Get values with safe defaults decay_raw = weapon.decay if weapon.decay is not None else 0 ammo_raw = weapon.ammo_burn if weapon.ammo_burn is not None else 0 # Calculate cost per shot decay_pec = Decimal(str(decay_raw)) ammo = Decimal(str(ammo_raw)) cost_per_shot = (decay_pec / Decimal("100")) + (ammo * Decimal("0.0001")) # Update preview self.preview_name.setText(weapon.name) self.preview_damage.setText(str(weapon.damage) if weapon.damage is not None else "-") self.preview_decay.setText(f"{decay_raw} PEC") self.preview_ammo.setText(str(ammo_raw)) self.preview_cost.setText(f"{cost_per_shot:.4f} PED") self.ok_btn.setEnabled(True) # Calculate cost per shot decay_pec = Decimal(str(weapon.decay)) ammo = Decimal(str(weapon.ammo)) cost_per_shot = (decay_pec / Decimal("100")) + (ammo * Decimal("0.0001")) # Update preview self.preview_name.setText(weapon.name) self.preview_damage.setText(str(weapon.damage)) self.preview_decay.setText(f"{weapon.decay} PEC") self.preview_ammo.setText(str(weapon.ammo)) self.preview_cost.setText(f"{cost_per_shot:.4f} PED") self.ok_btn.setEnabled(True) def _on_double_click(self, item): """Double-click to select immediately.""" self._on_select(item) self.accept() def get_selected_weapon(self): """Get the selected weapon.""" return self.selected_weapon