Add in logic that required an entity for implant sets and target resists (not needed for character or damage profiles as we have read-only defaults)
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@@ -33,7 +33,7 @@ class TargetResistsTextValidor(BaseValidator):
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return TargetResistsTextValidor()
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def Validate(self, win):
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profileEditor = win.Parent
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profileEditor = win.parent.Parent
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textCtrl = self.GetWindow()
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text = textCtrl.GetValue().strip()
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@@ -169,6 +169,10 @@ class ResistsEditorDlg(wx.Dialog):
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btn.SetToolTipString("%s patterns %s clipboard" % (name, direction) )
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footerSizer.Add(btn, 0, wx.ALIGN_CENTER_HORIZONTAL | wx.ALIGN_RIGHT)
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if not self.entityEditor.checkEntitiesExist():
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self.Destroy()
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return
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self.Layout()
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bsize = self.GetBestSize()
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self.SetSize((-1, bsize.height))
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@@ -178,6 +182,8 @@ class ResistsEditorDlg(wx.Dialog):
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self.patternChanged()
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self.ShowModal()
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def closeEvent(self, event):
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self.Destroy()
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@@ -230,6 +236,11 @@ class ResistsEditorDlg(wx.Dialog):
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def patternChanged(self, event=None):
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"Event fired when user selects pattern. Can also be called from script"
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if not self.entityEditor.checkEntitiesExist():
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self.Destroy()
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return
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p = self.entityEditor.getActiveEntity()
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if p is None:
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return
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