from typing import List, Dict, TYPE_CHECKING from PyQt6.QtWidgets import QDialog from PyQt6.QtWidgets import QMessageBox from PyQt6.QtGui import QIcon from warchron.constants import ItemType, RefreshScope, Icons, IconName, ContextType from warchron.model.exception import ForbiddenOperation, DomainError from warchron.model.tie_manager import TieResolver, TieContext from warchron.model.result_checker import ResultChecker from warchron.model.round import Round from warchron.model.war import War if TYPE_CHECKING: from warchron.controller.app_controller import AppController from warchron.controller.dtos import ( ParticipantOption, SectorDTO, ChoiceDTO, BattleDTO, ) from warchron.controller.closure_workflow import RoundClosureWorkflow from warchron.view.choice_dialog import ChoiceDialog from warchron.view.battle_dialog import BattleDialog from warchron.view.tie_dialog import TieDialog class RoundController: def __init__(self, app: "AppController"): self.app = app def _fill_round_details(self, round_id: str) -> None: rnd = self.app.model.get_round(round_id) camp = self.app.model.get_campaign_by_round(round_id) war = self.app.model.get_war_by_round(round_id) self.app.view.show_round_details(index=camp.get_round_index(round_id)) participants = self.app.model.get_round_participants(round_id) sectors = camp.get_sectors_in_round(round_id) choices_for_display: List[ChoiceDTO] = [] for part in participants: choice = rnd.get_choice(part.id) if not choice: choice = self.app.model.create_choice( round_id=rnd.id, participant_id=part.id ) priority_name = ( camp.get_sector_name(choice.priority_sector_id) if choice.priority_sector_id is not None else "" ) secondary_name = ( camp.get_sector_name(choice.secondary_sector_id) if choice.secondary_sector_id is not None else "" ) choices_for_display.append( ChoiceDTO( id=choice.participant_id, participant_name=self.app.model.get_participant_name( part.war_participant_id ), priority_sector=priority_name, secondary_sector=secondary_name, comment=choice.comment, ) ) self.app.view.display_round_choices(choices_for_display) battles_for_display: List[BattleDTO] = [] for sect in sectors: battle = rnd.get_battle(sect.id) if not battle: battle = self.app.model.create_battle( round_id=rnd.id, sector_id=sect.id ) state_icon = Icons.get(IconName.ONGOING) if battle.is_finished(): state_icon = Icons.get(IconName.DONE) if battle.player_1_id: camp_part = camp.participants[battle.player_1_id] player_1_name = self.app.model.get_participant_name( camp_part.war_participant_id ) else: player_1_name = "" if battle.player_2_id: camp_part = camp.participants[battle.player_2_id] player_2_name = self.app.model.get_participant_name( camp_part.war_participant_id ) else: player_2_name = "" if battle.winner_id: camp_part = camp.participants[battle.winner_id] winner_name = self.app.model.get_participant_name( camp_part.war_participant_id ) else: winner_name = "" p1_icon = None p2_icon = None p1_tooltip = None p2_tooltip = None if battle.is_draw(): p1_icon = Icons.get(IconName.DRAW) p2_icon = Icons.get(IconName.DRAW) if TieResolver.was_tie_broken_by_tokens( war, ContextType.BATTLE, battle.sector_id ): effective_winner = ResultChecker.get_effective_winner_id( war, ContextType.BATTLE, battle.sector_id, None ) p1_war = None if battle.player_1_id is not None: p1_war = camp.participants[ battle.player_1_id ].war_participant_id pixmap = Icons.get_pixmap(IconName.TIEBREAK_TOKEN) if effective_winner == p1_war: p1_icon = QIcon(pixmap) p1_tooltip = "Won by tie-break" else: p2_icon = QIcon(pixmap) p2_tooltip = "Won by tie-break" elif battle.winner_id: if battle.winner_id == battle.player_1_id: p1_icon = Icons.get(IconName.WIN) elif battle.winner_id == battle.player_2_id: p2_icon = Icons.get(IconName.WIN) battles_for_display.append( BattleDTO( id=battle.sector_id, sector_name=camp.get_sector_name(battle.sector_id), player_1=player_1_name, player_2=player_2_name, winner=winner_name, score=battle.score, victory_condition=battle.victory_condition, comment=battle.comment, state_icon=state_icon, player1_icon=p1_icon, player2_icon=p2_icon, player1_tooltip=p1_tooltip, player2_tooltip=p2_tooltip, ) ) self.app.view.display_round_battles(battles_for_display) self.app.view.endRoundBtn.setEnabled(not rnd.is_over) def create_round(self) -> Round | None: campaign_id = self.app.navigation.selected_campaign_id if not campaign_id: return None return self.app.model.add_round(campaign_id) def close_round(self) -> None: round_id = self.app.navigation.selected_round_id if not round_id: return rnd = self.app.model.get_round(round_id) camp = self.app.model.get_campaign_by_round(round_id) war = self.app.model.get_war_by_round(round_id) workflow = RoundClosureWorkflow(self.app) try: workflow.start(war, camp, rnd) except DomainError as e: QMessageBox.warning( self.app.view, "Deletion forbidden", str(e), ) self.app.is_dirty = True self.app.navigation.refresh(RefreshScope.CURRENT_SELECTION_DETAILS) self.app.navigation.refresh_and_select( RefreshScope.WARS_TREE, item_type=ItemType.ROUND, item_id=round_id ) def resolve_ties( self, war: War, contexts: List[TieContext] ) -> Dict[str, Dict[str, bool]]: bids_map = {} for ctx in contexts: players = [ ParticipantOption( id=pid, name=self.app.model.get_participant_name(pid), ) for pid in ctx.participants ] counters = [war.get_influence_tokens(pid) for pid in ctx.participants] dialog = TieDialog( parent=self.app.view, players=players, counters=counters, context_type=ContextType.BATTLE, context_id=ctx.context_id, ) if not dialog.exec(): raise ForbiddenOperation("Tie resolution cancelled") bids_map[ctx.context_id] = dialog.get_bids() return bids_map # Choice methods def edit_round_choice(self, choice_id: str) -> None: round_id = self.app.navigation.selected_round_id if not round_id: return war = self.app.model.get_war_by_round(round_id) camp = self.app.model.get_campaign_by_round(round_id) rnd = camp.get_round(round_id) sectors = camp.get_sectors_in_round(round_id) sect_opts: List[SectorDTO] = [ SectorDTO( id=sect.id, name=sect.name, round_index=camp.get_round_index(sect.round_id), major=war.get_objective_name(sect.major_objective_id), minor=war.get_objective_name(sect.minor_objective_id), influence=war.get_objective_name(sect.influence_objective_id), mission=sect.mission, description=sect.description, ) for sect in sectors ] choice = rnd.get_choice(choice_id) if not choice: return participant = camp.participants[choice.participant_id] player = self.app.model.get_player_from_campaign_participant(participant) part_opt = ParticipantOption(id=participant.id, name=player.name) dialog = ChoiceDialog( self.app.view, participants=[part_opt], default_participant_id=participant.id, sectors=sect_opts, default_priority_id=choice.priority_sector_id, default_secondary_id=choice.secondary_sector_id, default_comment=choice.comment, ) if dialog.exec() != QDialog.DialogCode.Accepted: return self.app.model.update_choice( round_id=round_id, participant_id=participant.id, priority_sector_id=dialog.get_priority_id(), secondary_sector_id=dialog.get_secondary_id(), comment=dialog.get_comment(), ) # Battle methods def edit_round_battle(self, battle_id: str) -> None: round_id = self.app.navigation.selected_round_id if not round_id: return war = self.app.model.get_war_by_round(round_id) camp = self.app.model.get_campaign_by_round(round_id) rnd = camp.get_round(round_id) participants = camp.get_all_campaign_participants() battle = rnd.get_battle(battle_id) if not battle: return sect = camp.sectors[battle.sector_id] sect_dto = SectorDTO( id=sect.id, name=sect.name, round_index=camp.get_round_index(sect.round_id), major=war.get_objective_name(sect.major_objective_id), minor=war.get_objective_name(sect.minor_objective_id), influence=war.get_objective_name(sect.influence_objective_id), mission=sect.mission, description=sect.description, ) part_opts: List[ParticipantOption] = [] for participant in participants: player = self.app.model.get_player_from_campaign_participant(participant) part_opts.append(ParticipantOption(id=participant.id, name=player.name)) dialog = BattleDialog( self.app.view, sectors=[sect_dto], default_sector_id=sect.id, players=part_opts, default_player_1_id=battle.player_1_id, default_player_2_id=battle.player_2_id, default_winner_id=battle.winner_id, default_score=battle.score, default_victory_condition=battle.victory_condition, default_comment=battle.comment, ) if dialog.exec() != QDialog.DialogCode.Accepted: return self.app.model.update_battle( round_id=round_id, sector_id=sect.id, player_1_id=dialog.get_player_1_id(), player_2_id=dialog.get_player_2_id(), winner_id=dialog.get_winner_id(), score=dialog.get_score(), victory_condition=dialog.get_victory_condition(), comment=dialog.get_comment(), )