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"""
main.py - Main application file with separate skill columns
"""
import tkinter as tk
from tkinter import ttk, messagebox
from Classes import DataManager
class MHWBuilderApp:
def __init__(self):
self.root = tk.Tk()
self.root.title("MHW Skill Builder")
self.root.geometry("1600x900")
# Load all data
self.data_manager = DataManager("data")
self.data_manager.load_all_data()
# Selected skills: skill name -> desired level
self.selected_skills = {}
# Store references to skill widgets for easy removal
self.skill_widgets = {}
self.create_ui()
self.root.mainloop()
def create_ui(self):
"""Create the 4-section layout with split skill columns"""
# ========== SECTION 1: TOP BAR ==========
top_bar = tk.Frame(self.root, height=50, bg="#2c3e50")
top_bar.pack(side="top", fill="x")
top_bar.pack_propagate(False)
tk.Label(top_bar, text="⚔️ Monster Hunter Skill Builder",
font=("Arial", 18, "bold"), bg="#2c3e50", fg="#ecf0f1").pack(side="left", padx=20)
# ========== MAIN AREA ==========
main_pane = tk.PanedWindow(self.root, orient="horizontal", sashwidth=10)
main_pane.pack(fill="both", expand=True, padx=5, pady=5)
# Left column (split)
left_pane = tk.PanedWindow(main_pane, orient="vertical", sashwidth=6)
# SECTION 2A: Skill Selection with TWO columns
section_2a = self.create_skill_selection_section()
left_pane.add(section_2a, minsize=400)
# SECTION 2B: Level Selection
section_2b = self.create_level_selection_section()
left_pane.add(section_2b, minsize=250)
# SECTION 3: Build Results
section_3 = self.create_build_results_section()
# SECTION 4: Selected Skills
section_4 = self.create_selected_skills_section()
# Assemble
main_pane.add(left_pane, minsize=500)
main_pane.add(section_3, minsize=600)
main_pane.add(section_4, minsize=300)
def create_skill_selection_section(self):
"""SECTION 2A: Two-column skill selection"""
frame = tk.Frame(bg="white", relief="ridge", bd=2)
# Title
title_frame = tk.Frame(frame, bg="#3498db")
title_frame.pack(fill="x", pady=(0, 10))
tk.Label(title_frame, text="🎯 SELECT SKILLS",
font=("Arial", 14, "bold"), bg="#3498db", fg="white").pack(pady=10)
# Search bar
search_frame = tk.Frame(frame, bg="white")
search_frame.pack(fill="x", padx=15, pady=(0, 10))
tk.Label(search_frame, text="Search:", bg="white").pack(side="left", padx=5)
self.search_var = tk.StringVar()
search_entry = tk.Entry(search_frame, textvariable=self.search_var, width=25)
search_entry.pack(side="left", padx=5)
search_entry.bind("<KeyRelease>", self.on_search_changed)
# Skill type filter for regular skills
tk.Label(search_frame, text="Type:", bg="white").pack(side="left", padx=(20, 5))
self.type_var = tk.StringVar(value="All")
type_menu = ttk.Combobox(search_frame, textvariable=self.type_var,
values=["All", "Attack", "Defense", "Utility", "Other"],
state="readonly", width=12)
type_menu.pack(side="left", padx=5)
type_menu.bind("<<ComboboxSelected>>", self.on_type_changed)
# Clear search button
tk.Button(search_frame, text="X", width=3,
command=self.clear_search).pack(side="left", padx=5)
# ========== TWO COLUMN LAYOUT ==========
columns_frame = tk.Frame(frame, bg="white")
columns_frame.pack(fill="both", expand=True, padx=10, pady=10)
columns_frame.grid_columnconfigure(0, weight=1)
columns_frame.grid_columnconfigure(1, weight=1)
columns_frame.grid_rowconfigure(0, weight=1)
# COLUMN 1: Regular Skills
regular_frame = tk.Frame(columns_frame, bg="white", relief="groove", bd=1)
regular_frame.grid(row=0, column=0, sticky="nsew", padx=(0, 5))
reg_title = tk.Frame(regular_frame, bg="#2980b9", height=30)
reg_title.pack(fill="x", pady=(0, 5))
reg_title.pack_propagate(False)
tk.Label(reg_title, text="🛡️ REGULAR SKILLS",
font=("Arial", 11, "bold"), bg="#2980b9", fg="white").pack(pady=5)
reg_list_frame = tk.Frame(regular_frame, bg="white")
reg_list_frame.pack(fill="both", expand=True)
self.regular_listbox = tk.Listbox(reg_list_frame, height=20, font=("Arial", 10))
reg_scrollbar = tk.Scrollbar(reg_list_frame, command=self.regular_listbox.yview)
self.regular_listbox.config(yscrollcommand=reg_scrollbar.set)
self.regular_listbox.bind("<Double-Button-1>",
lambda e: self.add_selected_skill(from_regular=True))
self.regular_listbox.pack(side="left", fill="both", expand=True)
reg_scrollbar.pack(side="right", fill="y")
# COLUMN 2: Group & Set Bonus Skills
special_frame = tk.Frame(columns_frame, bg="white", relief="groove", bd=1)
special_frame.grid(row=0, column=1, sticky="nsew", padx=(5, 0))
spec_title = tk.Frame(special_frame, bg="#8e44ad", height=30)
spec_title.pack(fill="x", pady=(0, 5))
spec_title.pack_propagate(False)
tk.Label(spec_title, text="👥 GROUP & SET BONUS SKILLS",
font=("Arial", 11, "bold"), bg="#8e44ad", fg="white").pack(pady=5)
spec_list_frame = tk.Frame(special_frame, bg="white")
spec_list_frame.pack(fill="both", expand=True)
self.special_listbox = tk.Listbox(spec_list_frame, height=20, font=("Arial", 10))
spec_scrollbar = tk.Scrollbar(spec_list_frame, command=self.special_listbox.yview)
self.special_listbox.config(yscrollcommand=spec_scrollbar.set)
self.special_listbox.bind("<Double-Button-1>",
lambda e: self.add_selected_skill(from_regular=False))
self.special_listbox.pack(side="left", fill="both", expand=True)
spec_scrollbar.pack(side="right", fill="y")
# DEBUG: Print skill counts
print(f"DEBUG: Total skills loaded: {len(self.data_manager.skills)}")
# Populate both lists
self.update_skill_lists()
return frame
def create_level_selection_section(self):
"""SECTION 2B: Level selection area"""
frame = tk.Frame(bg="white", relief="ridge", bd=2)
title_frame = tk.Frame(frame, bg="#e74c3c")
title_frame.pack(fill="x", pady=(0, 10))
tk.Label(title_frame, text="📊 SET SKILL LEVELS",
font=("Arial", 14, "bold"), bg="#e74c3c", fg="white").pack(pady=10)
self.level_widgets_frame = tk.Frame(frame, bg="white")
self.level_widgets_frame.pack(fill="both", expand=True, padx=10, pady=10)
canvas = tk.Canvas(self.level_widgets_frame, bg="white", highlightthickness=0)
scrollbar = tk.Scrollbar(self.level_widgets_frame, orient="vertical", command=canvas.yview)
self.scrollable_level_frame = tk.Frame(canvas, bg="white")
self.scrollable_level_frame.bind(
"<Configure>",
lambda e: canvas.configure(scrollregion=canvas.bbox("all"))
)
canvas.create_window((0, 0), window=self.scrollable_level_frame, anchor="nw")
canvas.configure(yscrollcommand=scrollbar.set)
canvas.pack(side="left", fill="both", expand=True)
scrollbar.pack(side="right", fill="y")
return frame
def create_build_results_section(self):
"""SECTION 3: Build results display"""
frame = tk.Frame(bg="#ecf0f1", relief="ridge", bd=2)
title_frame = tk.Frame(frame, bg="#2c3e50")
title_frame.pack(fill="x", pady=(0, 10))
tk.Label(title_frame, text="🛡️ BUILD RESULTS",
font=("Arial", 16, "bold"), bg="#2c3e50", fg="white").pack(pady=10)
self.results_text = tk.Text(frame, height=30, width=70,
font=("Consolas", 10), wrap="word")
scrollbar = tk.Scrollbar(frame, command=self.results_text.yview)
self.results_text.config(yscrollcommand=scrollbar.set)
self.results_text.pack(side="left", fill="both", expand=True, padx=10, pady=10)
scrollbar.pack(side="right", fill="y")
self.results_text.insert("1.0", "Builds will appear here...")
self.results_text.config(state="disabled")
return frame
def create_selected_skills_section(self):
"""SECTION 4: Selected skills display"""
frame = tk.Frame(bg="white", relief="ridge", bd=2)
title_frame = tk.Frame(frame, bg="#27ae60")
title_frame.pack(fill="x", pady=(0, 10))
tk.Label(title_frame, text="📋 SELECTED SKILLS",
font=("Arial", 14, "bold"), bg="#27ae60", fg="white").pack(pady=10)
self.selected_display = tk.Text(frame, height=20, width=30,
font=("Consolas", 10))
self.selected_display.pack(fill="both", expand=True, padx=10, pady=10)
self.selected_display.insert("1.0", "No skills selected")
self.selected_display.config(state="disabled")
tk.Label(frame, text="Build Requirements:",
font=("Arial", 11, "bold")).pack(anchor="w", padx=10, pady=5)
self.stats_label = tk.Label(frame, text="Skills: 0\nTotal Levels: 0",
justify="left", anchor="w")
self.stats_label.pack(fill="x", padx=10, pady=5)
btn_frame = tk.Frame(frame, bg="white")
btn_frame.pack(fill="x", padx=10, pady=10)
tk.Button(btn_frame, text="Find Builds", bg="#3498db", fg="white",
command=self.find_builds).pack(side="left")
tk.Button(btn_frame, text="Clear All", bg="#e74c3c", fg="white",
command=self.clear_all).pack(side="right")
return frame
# ========== EVENT HANDLERS ==========
def on_search_changed(self, event=None):
self.update_skill_lists()
def on_type_changed(self, event=None):
self.update_skill_lists()
def clear_search(self):
self.search_var.set("")
self.type_var.set("All")
self.update_skill_lists()
def update_skill_lists(self):
"""Update both skill listboxes - FIXED VERSION"""
# Clear both lists
self.regular_listbox.delete(0, tk.END)
self.special_listbox.delete(0, tk.END)
search_term = self.search_var.get().strip().lower()
skill_type = self.type_var.get()
# DEBUG: Count skills by type
type_counts = {}
for skill in self.data_manager.skills.values():
skill_type_name = skill.skill_type
type_counts[skill_type_name] = type_counts.get(skill_type_name, 0) + 1
print(f"DEBUG: Skill counts by type: {type_counts}")
# Get all skills organized
regular_skills = []
special_skills = []
for skill in self.data_manager.skills.values():
# Apply search filter
if search_term and search_term not in skill.name.lower():
continue
# Categorize skills
if skill.skill_type == "Group" or skill.skill_type == "SetBonus":
special_skills.append(skill)
else:
# Apply type filter for regular skills
if skill_type != "All" and skill.skill_type != skill_type:
continue
regular_skills.append(skill)
print(f"DEBUG: Found {len(regular_skills)} regular skills, {len(special_skills)} special skills")
# Sort all lists alphabetically
regular_skills.sort(key=lambda s: s.name)
special_skills.sort(key=lambda s: s.name)
# Add regular skills to regular listbox
for skill in regular_skills:
self.regular_listbox.insert(tk.END, skill.name)
# Add special skills to special listbox with appropriate icons
for skill in special_skills:
icon = "👥 " if skill.skill_type == "Group" else "⭐ "
display_text = f"{icon}{skill.name}"
# Add type indicator in parentheses
if skill.skill_type == "Group":
display_text += " (Group)"
elif skill.skill_type == "SetBonus":
display_text += " (Set Bonus)"
self.special_listbox.insert(tk.END, display_text)
def get_selected_skill_name(self, from_regular: bool = True) -> str:
"""Get the selected skill name from appropriate listbox"""
if from_regular:
selection = self.regular_listbox.curselection()
if not selection:
return None
return self.regular_listbox.get(selection[0])
else:
selection = self.special_listbox.curselection()
if not selection:
return None
# Extract skill name from display text (remove icon and type indicator)
display_text = self.special_listbox.get(selection[0])
# Remove icon and anything in parentheses
skill_name = display_text.replace("👥 ", "").replace("⭐ ", "")
skill_name = skill_name.split(" (")[0].strip()
return skill_name
def add_selected_skill(self, from_regular: bool = True):
"""Add selected skill from appropriate listbox"""
skill_name = self.get_selected_skill_name(from_regular)
if not skill_name:
messagebox.showwarning("No Skill Selected",
f"Please select a skill from the {'regular' if from_regular else 'special'} list")
return
skill = self.data_manager.get_skill(skill_name)
if not skill:
messagebox.showerror("Error", f"Could not find skill: {skill_name}")
return
# Check if already added
if skill_name in self.selected_skills:
messagebox.showinfo("Already Added", f"{skill_name} is already selected")
return
# Create level selection widget
widget_info = self.create_skill_level_widget(skill)
# Add to selected skills (default level 1)
self.selected_skills[skill_name] = 1
# Store widget info for later removal
self.skill_widgets[skill_name] = {
'skill': skill,
'frame': widget_info['frame'],
'level_display': widget_info['level_display'],
'indicators': widget_info['indicators']
}
# Update section 4
self.update_selected_display()
def create_skill_level_widget(self, skill):
"""Create widget for selecting skill level"""
frame = tk.Frame(self.scrollable_level_frame, bg="white")
frame.pack(fill="x", pady=5, padx=5)
# Skill name with appropriate icon
display_name = skill.name
icon = ""
if skill.skill_type == "Group":
icon = "👥 "
elif skill.skill_type == "SetBonus":
icon = "⭐ "
tk.Label(frame, text=f"{icon}{display_name}", width=24, anchor="w",
font=("Arial", 10)).pack(side="left")
# Level display
level_display = tk.Label(frame, text="Lv1", width=5,
font=("Arial", 10, "bold"), fg="#e74c3c")
level_display.pack(side="right", padx=5)
# Remove button
remove_btn = tk.Button(frame, text="✕", font=("Arial", 8),
bg="#e74c3c", fg="white", width=3,
command=lambda s=skill.name: self.remove_skill(s))
remove_btn.pack(side="right", padx=2)
# Level indicators (circles)
indicators_frame = tk.Frame(frame, bg="white")
indicators_frame.pack(side="left", padx=10)
# Create clickable circles for each level
indicators = []
for i in range(skill.max_level):
indicator = tk.Label(indicators_frame, text="○", font=("Arial", 16),
fg="gray", cursor="hand2")
indicator.pack(side="left", padx=2)
indicators.append(indicator)
# Make clickable
indicator.bind("<Button-1>",
lambda e, idx=i, s=skill.name:
self.set_skill_level(s, idx+1))
return {
'frame': frame,
'level_display': level_display,
'indicators': indicators,
'remove_btn': remove_btn
}
def set_skill_level(self, skill_name, level):
self.selected_skills[skill_name] = level
if skill_name in self.skill_widgets:
widget_info = self.skill_widgets[skill_name]
widget_info['level_display'].config(text=f"Lv{level}")
for i, indicator in enumerate(widget_info['indicators']):
if i < level:
indicator.config(text="●", fg="#e74c3c")
else:
indicator.config(text="○", fg="gray")
self.update_selected_display()
def remove_skill(self, skill_name):
if skill_name in self.selected_skills:
del self.selected_skills[skill_name]
if skill_name in self.skill_widgets:
self.skill_widgets[skill_name]['frame'].destroy()
del self.skill_widgets[skill_name]
self.update_selected_display()
def update_selected_display(self):
self.selected_display.config(state="normal")
self.selected_display.delete("1.0", tk.END)
if not self.selected_skills:
self.selected_display.insert("1.0", "No skills selected")
self.stats_label.config(text="Skills: 0\nTotal Levels: 0")
else:
regular_skills = []
special_skills = []
for skill_name, level in self.selected_skills.items():
skill = self.data_manager.get_skill(skill_name)
if skill:
if skill.skill_type in ["Group", "SetBonus"]:
special_skills.append((skill, level))
else:
regular_skills.append((skill, level))
if regular_skills:
self.selected_display.insert(tk.END, "🛡️ REGULAR SKILLS:\n", "section_title")
self.selected_display.tag_config("section_title", font=("Consolas", 10, "bold"))
for skill, level in sorted(regular_skills, key=lambda x: x[0].name):
self.selected_display.insert(tk.END, f" • {skill.name}: Lv{level}\n")
effect = skill.get_effect(level)
if effect:
self.selected_display.insert(tk.END, f" → {effect}\n")
if skill.description:
self.selected_display.insert(tk.END, f" ({skill.description})\n")
self.selected_display.insert(tk.END, "\n")
if special_skills:
if regular_skills:
self.selected_display.insert(tk.END, "\n")
self.selected_display.insert(tk.END, "👥 SPECIAL SKILLS:\n", "section_title")
for skill, level in sorted(special_skills, key=lambda x: x[0].name):
icon = "👥 " if skill.skill_type == "Group" else "⭐ "
self.selected_display.insert(tk.END, f" • {icon}{skill.name}: Lv{level}\n")
effect = skill.get_effect(level)
if effect:
self.selected_display.insert(tk.END, f" → {effect}\n")
if skill.description:
self.selected_display.insert(tk.END, f" ({skill.description})\n")
self.selected_display.insert(tk.END, "\n")
total_skills = len(self.selected_skills)
total_levels = sum(self.selected_skills.values())
self.stats_label.config(
text=f"Total Skills: {total_skills}\nTotal Levels: {total_levels}\n"
f"Regular: {len(regular_skills)}\nSpecial: {len(special_skills)}"
)
self.selected_display.config(state="disabled")
def find_builds(self):
if not self.selected_skills:
messagebox.showwarning("No Skills", "Please select at least one skill")
return
self.results_text.config(state="normal")
self.results_text.delete("1.0", tk.END)
self.results_text.insert("1.0", "=== BUILD RESULTS ===\n\n")
self.results_text.insert(tk.END, f"Searching for builds with {len(self.selected_skills)} skills:\n\n")
regular_skills = []
special_skills = []
for skill_name, level in self.selected_skills.items():
skill = self.data_manager.get_skill(skill_name)
if skill:
if skill.skill_type in ["Group", "SetBonus"]:
special_skills.append((skill, level))
else:
regular_skills.append((skill, level))
if regular_skills:
self.results_text.insert(tk.END, "🛡️ REGULAR SKILLS:\n\n")
for skill, level in regular_skills:
armor_with_skill = self.data_manager.get_armor_by_skill(skill.name, level)
decorations_with_skill = self.data_manager.get_decorations_by_skill(skill.name)
self.results_text.insert(tk.END, f"• {skill.name}: Lv{level}\n")
if armor_with_skill:
self.results_text.insert(tk.END, f" Found in {len(armor_with_skill)} armor pieces\n")
if decorations_with_skill:
self.results_text.insert(tk.END, f" Available as {len(decorations_with_skill)} decorations\n")
self.results_text.insert(tk.END, "\n")
if special_skills:
self.results_text.insert(tk.END, "👥 SPECIAL SKILLS:\n\n")
for skill, level in special_skills:
icon = "👥 " if skill.skill_type == "Group" else "⭐ "
self.results_text.insert(tk.END, f"• {icon}{skill.name}: Lv{level}\n")
matching_armor = []
for armor in self.data_manager.armor:
if (skill.skill_type == "Group" and armor.group_skill == skill.name) or \
(skill.skill_type == "SetBonus" and armor.set_bonus_skill == skill.name):
matching_armor.append(armor)
if matching_armor:
sets = set(a.set_name for a in matching_armor)
self.results_text.insert(tk.END, f" Provided by {len(sets)} armor set(s)\n")
for set_name in sorted(sets)[:3]:
self.results_text.insert(tk.END, f" - {set_name}\n")
if len(sets) > 3:
self.results_text.insert(tk.END, f" ... and {len(sets) - 3} more\n")
self.results_text.insert(tk.END, "\n")
self.results_text.insert(tk.END, "\n[Build search algorithm to be implemented]")
self.results_text.config(state="disabled")
def clear_all(self):
for skill_name, widget_info in list(self.skill_widgets.items()):
widget_info['frame'].destroy()
self.skill_widgets.clear()
self.selected_skills.clear()
self.update_selected_display()
self.results_text.config(state="normal")
self.results_text.delete("1.0", tk.END)
self.results_text.insert("1.0", "Builds will appear here...")
self.results_text.config(state="disabled")
# Run the app
if __name__ == "__main__":
import os
os.makedirs("data", exist_ok=True)
app = MHWBuilderApp()