"""
RPGMaker Workflow Tab - Automation hub for the full translation pipeline.

Provides a guided, step-by-step interface:

  Step 0  – Select game project folder and import data files into files/
  Step 1  – (Optional) Pre-process game files
  Step 2  – Auto-detect speaker format and apply to module settings
  Step 3  – Build glossary: parse speakers, then enrich with AI prompt
  Step 4  – Translation: Phase 0 (DB), Phase 1 (dialogue), Phase 1b (111 cache)
  Step 5  – Translation Phase 2 (risky codes)
  Step 6  – Translate visible strings in js/plugins.js (or Ace scripts)
  Step 7  – Export translated/ back to the game folder
  Step 8  – Install TL Inspector and/or Forge playtest plugins
"""

from __future__ import annotations

import json
import os
import sys
import threading
from pathlib import Path

from util.paths import VOCAB_PATH
from util.vocab import BASE_SEPARATOR as _SHARED_BASE_SEPARATOR
from util.vocab import read_game_vocab, write_game_vocab

import jsbeautifier

from PyQt5.QtCore import Qt, QEvent, QSettings, QThread, QTimer, pyqtSignal
from PyQt5.QtGui import QFont
from PyQt5.QtWidgets import (
    QApplication,
    QCheckBox,
    QComboBox,
    QFileDialog,
    QFrame,
    QGridLayout,
    QGroupBox,
    QHBoxLayout,
    QLabel,
    QLineEdit,
    QListWidget,
    QListWidgetItem,
    QMessageBox,
    QPushButton,
    QScrollArea,
    QSizePolicy,
    QSpinBox,
    QSplitter,
    QStyle,
    QTabWidget,
    QTextEdit,
    QVBoxLayout,
    QWidget,
    QAbstractItemView,
)

from gui.translation_tab import (
    BATCH_MODE_LABEL,
    BATCH_MODE_BENEFIT_NOTE,
    BATCH_COLLECT_LIVE_CHARGE_NOTE,
)

WORKFLOW_TL_NORMAL_LABEL = "Normal Translate"

# ---------------------------------------------------------------------------
# Phase profiles applied to rpgmakermvmz.py before each translation run
# ---------------------------------------------------------------------------

# Core database files — translated first (names/descriptions)
_DB_FILES = {
    "Actors.json", "Armors.json", "Classes.json", "Enemies.json",
    "Items.json",  "MapInfos.json", "Skills.json",  "States.json",
    "System.json", "Weapons.json",
}

# Event files — translated in phases 1 / 1b / 2
_EVENT_FILES_EXACT = {"CommonEvents.json", "Troops.json"}
# Any Map????.json is also an event file (matched by prefix below)

PHASE0_CONFIG = {
    # All event codes OFF — DB files use top-level name/description fields
    "CODE101": False, "CODE401": False, "CODE405": False,
    "CODE102": False, "CODE408": False,
    "CODE111": False, "CODE122": False, "CODE357": False,
    "CODE355655": False, "CODE657": False, "CODE356": False,
    "CODE320": False, "CODE324": False, "CODE325": False,
    "CODE108": False,
}

PHASE1_CONFIG = {
    # Safe dialogue / choices
    "CODE101": True,
    "CODE401": True,
    "CODE405": True,
    "CODE102": True,
    "CODE408": True,
    # Risky codes OFF
    "CODE122": False,
    "CODE355655": False,
    "CODE357": False,
    "CODE657": False,
    "CODE356": False,
    "CODE320": False,
    "CODE324": False,
    "CODE325": False,
    "CODE111": False,
    "CODE108": False,
}

PHASE1B_CONFIG = {
    # Dialogue OFF (handled by Phase 1)
    "CODE101": False,
    "CODE401": False,
    "CODE405": False,
    "CODE102": False,
    "CODE408": False,
    # Only 111 ON — build the var-translation cache from string comparisons
    "CODE111": True,
    "CODE122": False,
    "CODE357": False,
    "CODE355655": False,
    "CODE657": False,
    "CODE356": False,
    "CODE320": False,
    "CODE324": False,
    "CODE325": False,
    "CODE108": False,
}

PHASE2_CONFIG = {
    # Dialogue OFF (already handled by Phase 1)
    "CODE101": False,
    "CODE401": False,
    "CODE405": False,
    "CODE102": False,
    "CODE408": False,
    # Risky codes ON (111 OFF — cache already built by Phase 1b)
    "CODE122": True,
    "CODE357": True,
    "CODE111": False,
    "CODE356": False,   # plugin cmd — user can enable manually if needed
    "CODE108": False,   # comment — rarely needed
}


# ─────────────────────────────────────────────────────────────────────────────
# Background workers
# ─────────────────────────────────────────────────────────────────────────────

class _ScanWorker(QThread):
    """Run project_scanner.list_data_files in a thread."""
    done = pyqtSignal(object)  # list[dict]
    error = pyqtSignal(str)

    def __init__(self, data_path: str, engine: str):
        super().__init__()
        self.data_path = data_path
        self.engine = engine

    def run(self):
        try:
            from util.project_scanner import list_data_files
            result = list_data_files(self.data_path, self.engine)
            self.done.emit(result)
        except Exception as exc:
            self.error.emit(str(exc))


class _ImportWorker(QThread):
    """Copy selected files into files/ directory."""
    done = pyqtSignal(int, list)   # count_copied, errors
    log  = pyqtSignal(str)

    def __init__(self, file_items: list[dict], dest_dir: str):
        super().__init__()
        self.file_items = file_items
        self.dest_dir = dest_dir

    def run(self):
        try:
            import shutil
            from util.project_scanner import import_to_files

            # Clear existing files/ contents before importing so stale files
            # from a previous game don't linger. translated/ is intentionally
            # left untouched.
            dest = Path(self.dest_dir)
            if dest.exists():
                removed = 0
                for fp in dest.iterdir():
                    if fp.name == ".gitkeep":
                        continue
                    if fp.is_file():
                        try:
                            fp.unlink()
                            removed += 1
                        except Exception as e:
                            self.log.emit(f"  ⚠ Could not remove {fp.name}: {e}")
                    elif fp.is_dir():
                        try:
                            shutil.rmtree(fp)
                            removed += 1
                        except Exception as e:
                            self.log.emit(f"  ⚠ Could not remove {fp.name}: {e}")
                if removed:
                    self.log.emit(f"Cleared {removed} existing file(s) from {dest.name}/")

            self.log.emit(f"Importing {len(self.file_items)} file(s) into files/ …")
            count, errors = import_to_files(self.file_items, self.dest_dir)
            self.done.emit(count, errors)
        except Exception as exc:
            self.done.emit(0, [str(exc)])


class _ExportWorker(QThread):
    done = pyqtSignal(int, list)
    log  = pyqtSignal(str)

    def __init__(self, game_data_path: str, filter_names: list[str] | None = None):
        super().__init__()
        self.game_data_path = game_data_path
        self.filter_names = filter_names  # if set, only export these filenames

    def run(self):
        try:
            from util.project_scanner import export_to_game
            if self.filter_names:
                self.log.emit(
                    f"Exporting {len(self.filter_names)} active file(s) → {self.game_data_path} …"
                )
            else:
                self.log.emit(f"Exporting translated/ → {self.game_data_path} …")
            count, errors = export_to_game(
                "translated", self.game_data_path, filenames=self.filter_names
            )
            self.done.emit(count, errors)
        except Exception as exc:
            self.done.emit(0, [str(exc)])


class _SubprocessWorker(QThread):
    """Run an arbitrary shell command in a given working directory, streaming output."""
    done = pyqtSignal(bool, str)   # success, final message
    log  = pyqtSignal(str)

    def __init__(self, cmd: list, cwd: str, label: str = ""):
        super().__init__()
        self.cmd   = cmd
        self.cwd   = cwd
        self.label = label or cmd[0]

    def run(self):
        import subprocess
        import shutil as _shutil
        try:
            exe = _shutil.which(self.cmd[0])
            if exe is None:
                self.done.emit(
                    False,
                    f"'{self.cmd[0]}' not found on PATH. "
                    "Make sure it is installed and accessible from the terminal.",
                )
                return
            self.log.emit(f"$ {' '.join(str(c) for c in self.cmd)}  —  cwd: {self.cwd}")
            proc = subprocess.Popen(
                self.cmd,
                cwd=self.cwd,
                stdout=subprocess.PIPE,
                stderr=subprocess.STDOUT,
                text=True,
                encoding="utf-8",
                errors="replace",
            )
            for line in proc.stdout:
                stripped = line.rstrip("\n")
                if stripped:
                    self.log.emit(stripped)
            proc.wait()
            if proc.returncode == 0:
                self.done.emit(True, f"{self.label}: finished successfully.")
            else:
                self.done.emit(False, f"{self.label}: exited with code {proc.returncode}.")
        except Exception as exc:
            self.done.emit(False, f"{self.label}: {exc}")


class _JsonFormatWorker(QThread):
    """Format all JSON files in a directory using the bundled dazedformat utility."""
    done = pyqtSignal(bool, str)
    log  = pyqtSignal(str)

    def __init__(self, data_path: str):
        super().__init__()
        self.data_path = data_path

    def run(self):
        try:
            from util.dazedformat import format_json_files
            self.log.emit(f"Formatting JSON files in {self.data_path} …")
            count, errors = format_json_files(self.data_path, log=self.log.emit)
            for e in errors:
                self.log.emit(f"  ⚠  {e}")
            if errors:
                self.done.emit(False, f"dazedformat: {count} formatted, {len(errors)} error(s).")
            else:
                self.done.emit(True, f"dazedformat: {count} file(s) formatted successfully.")
        except Exception as exc:
            self.done.emit(False, f"dazedformat error: {exc}")


class _FileCopyWorker(QThread):
    """Recursively copy a source folder into a destination folder."""
    done = pyqtSignal(int, list)   # count_copied, errors
    log  = pyqtSignal(str)

    def __init__(self, src: str, dst: str):
        super().__init__()
        self.src = src
        self.dst = dst

    def run(self):
        import shutil
        src = Path(self.src)
        dst = Path(self.dst)
        if not src.is_dir():
            self.done.emit(0, [f"Source folder not found: {src}"])
            return
        dst.mkdir(parents=True, exist_ok=True)
        copied = 0
        errors: list[str] = []
        self.log.emit(f"Copying {src} → {dst} …")
        for fp in src.rglob("*"):
            if not fp.is_file():
                continue
            rel = fp.relative_to(src)
            target = dst / rel
            try:
                target.parent.mkdir(parents=True, exist_ok=True)
                shutil.copy2(fp, target)
                copied += 1
                self.log.emit(f"  copied {rel}")
            except Exception as exc:
                errors.append(f"{rel}: {exc}")
        self.done.emit(copied, errors)


class _JsFormatWorker(QThread):
    """Format a JavaScript file using jsbeautifier (pure Python, no Node required)."""
    done = pyqtSignal(bool, str)
    log  = pyqtSignal(str)

    def __init__(self, js_path: str):
        super().__init__()
        self.js_path = js_path

    def run(self):
        try:
            p = Path(self.js_path)
            self.log.emit(f"Formatting {p.name} …")
            original = p.read_text(encoding="utf-8")
            opts = jsbeautifier.default_options()
            opts.indent_size = 2
            opts.indent_char = " "
            opts.max_preserve_newlines = 2
            opts.preserve_newlines = True
            opts.end_with_newline = True
            formatted = jsbeautifier.beautify(original, opts)
            p.write_text(formatted, encoding="utf-8")
            self.done.emit(True, f"plugins.js formatted successfully ({len(formatted):,} chars).")
        except Exception as exc:
            self.done.emit(False, f"Format error: {exc}")


def _make_section_label(text: str) -> QLabel:
    lbl = QLabel(text)
    lbl.setStyleSheet(
        "font-size: 14px; font-weight: bold; color: #e0e0e0;"
        "padding: 7px 0px 6px 10px; background-color: transparent;"
        "border-left: 3px solid #007acc; margin-top: 6px;"
    )
    return lbl


def _make_hr() -> QFrame:
    hr = QFrame()
    hr.setFrameShape(QFrame.HLine)
    hr.setFrameShadow(QFrame.Plain)
    hr.setStyleSheet("QFrame { color: #333333; margin: 10px 0px 4px 0px; }")
    return hr


def _make_btn(text: str, color: str = "#007acc") -> QPushButton:
    """Button styled to match the translation tab.

    Dark utility colours (max channel < 115) use the flat sidebar style.
    Action colours use flat dark bg + coloured outline + coloured text.
    """
    btn = QPushButton(text)
    try:
        c = color.lstrip("#")
        if len(c) == 3:
            c = c[0] * 2 + c[1] * 2 + c[2] * 2
        r, g, b = int(c[0:2], 16), int(c[2:4], 16), int(c[4:6], 16)
        is_flat = max(r, g, b) < 115
    except Exception:
        r = g = b = 0
        is_flat = False
    _PAD = "padding:6px 14px;"
    if is_flat:
        btn.setStyleSheet(
            f"QPushButton{{background-color:#2d2d30;color:#cccccc;"
            f"border:1px solid #555555;{_PAD}"
            f"border-radius:4px;font-size:12px;font-weight:bold;"
            f"font-family:'Segoe UI','Segoe UI Emoji','Apple Color Emoji',sans-serif;}}"
            f"QPushButton:hover{{background-color:#3e3e42;}}"
            f"QPushButton:pressed{{background-color:#007acc;color:white;}}"
            f"QPushButton:disabled{{background-color:#404040;color:#666666;border-color:#444444;}}"
        )
    else:
        # Flat dark bg + coloured outline + lightened text
        rt = min(255, r + 80)
        gt = min(255, g + 80)
        bt = min(255, b + 80)
        text_color = f"#{rt:02x}{gt:02x}{bt:02x}"
        base = 0x2d
        rh = min(255, int(base + (r - base) * 0.18))
        gh = min(255, int(base + (g - base) * 0.18))
        bh = min(255, int(base + (b - base) * 0.18))
        hover_bg = f"#{rh:02x}{gh:02x}{bh:02x}"
        rb = min(255, r + 35)
        gb = min(255, g + 35)
        bb = min(255, b + 35)
        hover_accent = f"#{rb:02x}{gb:02x}{bb:02x}"
        btn.setStyleSheet(
            f"QPushButton{{background-color:#2d2d30;color:{text_color};"
            f"border:1px solid {color};{_PAD}"
            f"border-radius:4px;font-size:12px;font-weight:bold;"
            f"font-family:'Segoe UI','Segoe UI Emoji','Apple Color Emoji',sans-serif;}}"
            f"QPushButton:hover{{background-color:{hover_bg};border-color:{hover_accent};color:{hover_accent};}}"
            f"QPushButton:pressed{{background-color:#1a1a1a;}}"
            f"QPushButton:disabled{{background-color:#2d2d30;color:#555555;border-color:#444444;}}"
        )
    return btn


_ACTION_BTN_STYLE = (
    "QPushButton{background-color:#2d2d30;color:white;"
    "font-weight:bold;font-size:12px;border:1px solid #555555;"
    "border-radius:4px;padding:4px 10px;"
    "min-height:36px;max-height:36px;}"
    "QPushButton:hover{background-color:#3e3e42;border-color:#007acc;}"
    "QPushButton:pressed{background-color:#007acc;}"
    "QPushButton:disabled{background-color:#2d2d30;color:#555555;border-color:#444444;}"
)


def _make_text_btn(label: str, tooltip: str = "", *, min_width: int = 52) -> QPushButton:
    """Compact labeled button for file-list actions (All / None / Core / Import)."""
    btn = QPushButton(label)
    btn.setToolTip(tooltip)
    btn.setFont(QFont("Segoe UI", 10))
    btn.setMinimumWidth(min_width)
    btn.setFixedHeight(36)
    btn.setStyleSheet(_ACTION_BTN_STYLE)
    return btn


def _make_icon_btn(icon_text: str, tooltip: str = "") -> QPushButton:
    """Compact icon-only button (e.g. folder browse)."""
    from gui.platform_glyph import platform_glyph

    btn = QPushButton(platform_glyph(icon_text))
    btn.setToolTip(tooltip)
    btn.setFont(QFont("Segoe UI", 12))
    btn.setFixedSize(40, 36)
    btn.setStyleSheet(
        "QPushButton{background-color:#2d2d30;color:white;"
        "font-weight:bold;font-size:16px;border:1px solid #555555;"
        "border-radius:4px;min-width:40px;max-width:40px;"
        "min-height:36px;max-height:36px;}"
        "QPushButton:hover{background-color:#3e3e42;border-left-color:#007acc;}"
        "QPushButton:pressed{background-color:#007acc;}"
        "QPushButton:disabled{background-color:#2d2d30;color:#555555;border-color:#444444;}"
    )
    return btn


# ─────────────────────────────────────────────────────────────────────────────
# Helpers
# ─────────────────────────────────────────────────────────────────────────────

class _PlainPasteTextEdit(QTextEdit):
    """QTextEdit that always pastes as plain text to avoid spurious newlines."""

    def insertFromMimeData(self, source):  # noqa: N802
        self.insertPlainText(source.text())


# ─────────────────────────────────────────────────────────────────────────────
# Main widget
# ─────────────────────────────────────────────────────────────────────────────

class WorkflowTab(QWidget):
    """Guided automation tab for the full RPGMaker translation workflow."""

    def __init__(self, parent=None):
        super().__init__(parent)
        self.parent_window = parent
        try:
            self.settings = QSettings("DazedTranslations", "DazedMTLTool")
        except Exception:
            self.settings = None

        # State
        self._data_path: str | None = None
        self._engine: str = "MVMZ"
        self._file_items: list[dict] = []
        self._worker = None  # active background QThread
        # Pre-process paths (auto-populated after folder detection)
        self._plugins_js_path: str = ""
        self._gameupdate_path: str = ""
        # RPGMaker Ace state
        self._ace_encrypted: bool = False
        self._ace_json_dir: str = ""     # <game_root>/JSON/ — used as _data_path for Ace
        self._ace_rvdata_dir: str = ""   # <game_root>/Data/ with rvdata2 files
        self._p2_loading_config: bool = False
        self._p2_auto_apply_timer: QTimer | None = None
        self._syncing_file_checks: bool = False
        self._import_buttons: list[QPushButton] = []
        self._current_step_index: int = 0
        self._last_import_signature: tuple[str, ...] | None = None
        self._pending_import_signature: tuple[str, ...] | None = None

        self._init_ui()

    # ───────────────────────────────── UI setup ──────────────────────────────

    def _init_ui(self):
        root = QVBoxLayout(self)
        root.setContentsMargins(0, 0, 0, 0)
        root.setSpacing(0)

        # Splitter: left=steps, right=log
        splitter = QSplitter(Qt.Horizontal)
        splitter.setHandleWidth(1)
        splitter.setStyleSheet("QSplitter::handle{background:#3a3a3a;}")

        # ---- Left: tabbed step panels ----
        _SCROLL_STYLE = (
            "QScrollArea{border:none;background-color:transparent;}"
            "QScrollBar:vertical{background:#252526;width:10px;border:none;}"
            "QScrollBar::handle:vertical{background:#555555;border-radius:5px;min-height:20px;}"
            "QScrollBar::handle:vertical:hover{background:#007acc;}"
            "QScrollBar::add-line:vertical,QScrollBar::sub-line:vertical{height:0;}"
        )

        self._step_tabs = QTabWidget()
        self._step_tabs.setStyleSheet("""
            QTabWidget::pane {
                border: none;
                background-color: #1e1e1e;
            }
            QTabWidget::tab-bar {
                alignment: left;
            }
            QTabBar {
                background-color: #252526;
            }
            QTabBar::tab {
                background-color: #252526;
                color: #7a7a7a;
                padding: 9px 18px;
                border: none;
                border-right: 1px solid #3a3a3a;
                font-size: 12px;
                min-width: 90px;
            }
            QTabBar::tab:selected {
                background-color: #1e1e1e;
                color: #e0e0e0;
                font-weight: bold;
                border-top: 2px solid #007acc;
            }
            QTabBar::tab:hover:!selected {
                background-color: #2d2d30;
                color: #cccccc;
            }
        """)

        _tab_defs = [
            ("0  Project",      self._build_step0),
            ("1  Pre-process",  self._build_step1_preprocess),
            ("2  Speaker",      self._build_step2_speaker),
            ("3  Glossary",     self._build_step3_glossary),
            ("4  TL Phase 1",   self._build_step4_translation),
            ("5  TL Phase 2",   self._build_step5_tl_phase2),
            ("6  Plugins.js",   self._build_step6_plugins_js),
            ("7  Export",       self._build_step7_export),
            ("8  Playtest",     self._build_step8_playtest),
        ]

        for tab_label, builder in _tab_defs:
            # Each tab: outer page → scroll area → inner content widget
            page = QWidget()
            page_layout = QVBoxLayout(page)
            page_layout.setContentsMargins(0, 0, 0, 0)
            page_layout.setSpacing(0)

            scroll = QScrollArea()
            scroll.setWidgetResizable(True)
            scroll.setStyleSheet(_SCROLL_STYLE)

            inner = QWidget()
            vbox = QVBoxLayout(inner)
            vbox.setContentsMargins(24, 18, 24, 12)
            vbox.setSpacing(10)

            builder(vbox)
            vbox.addStretch()

            scroll.setWidget(inner)
            page_layout.addWidget(scroll, 1)

            # ── Navigation footer ──────────────────────────────────────────
            nav = QWidget()
            nav.setStyleSheet(
                "QWidget{background-color:#252526;"
                "border-top:1px solid #3a3a3a;}"
            )
            nav_layout = QHBoxLayout(nav)
            nav_layout.setContentsMargins(16, 6, 16, 6)
            nav_layout.setSpacing(8)

            tab_idx = len(self._step_tabs)  # current tab index (before addTab)

            if tab_idx > 0:
                back_btn = _make_btn("← Back", "#3a3a3a")
                back_btn.setFixedWidth(100)
                _idx = tab_idx  # capture for lambda
                back_btn.clicked.connect(
                    lambda _checked, i=_idx: self._step_tabs.setCurrentIndex(i - 1)
                )
                nav_layout.addWidget(back_btn)

            nav_layout.addStretch()

            if tab_idx < len(_tab_defs) - 1:
                next_btn = _make_btn("Next →", "#007acc")
                next_btn.setFixedWidth(100)
                _idx = tab_idx  # capture for lambda
                _lbl = tab_label  # original label without checkmark
                next_btn.clicked.connect(
                    lambda _checked, i=_idx, lbl=_lbl: (
                        self._step_tabs.setTabText(i, "✓  " + lbl),
                        self._step_tabs.setCurrentIndex(i + 1),
                    )
                )
                nav_layout.addWidget(next_btn)

            page_layout.addWidget(nav)
            self._step_tabs.addTab(page, tab_label)

        self._step_tabs.currentChanged.connect(self._on_step_tab_changed)
        splitter.addWidget(self._step_tabs)

        # ---- Right: log area ----
        log_panel = QWidget()
        lp_layout = QVBoxLayout(log_panel)
        lp_layout.setContentsMargins(0, 0, 0, 0)
        lp_layout.setSpacing(0)

        log_header = QLabel("  ▸  Workflow Log")
        log_header.setStyleSheet(
            "background-color:#252526;color:#9d9d9d;font-size:11px;font-weight:bold;"
            "padding:7px 10px;border-bottom:1px solid #3a3a3a;"
            "letter-spacing:0.5px;"
        )
        lp_layout.addWidget(log_header)

        self.log_area = QTextEdit()
        self.log_area.setReadOnly(True)
        self.log_area.setFont(QFont("Consolas", 9))
        self.log_area.setStyleSheet(
            "QTextEdit{background-color:#1e1e1e;color:#c8c8c8;"
            "border:none;padding:10px;"
            "selection-background-color:#264f78;}"
        )
        lp_layout.addWidget(self.log_area)

        clear_btn = _make_btn("Clear Log", "#3a3a3a")
        clear_btn.setStyleSheet(
            "QPushButton{background-color:#252526;color:#6a6a6a;"
            "border:none;border-top:1px solid #3a3a3a;"
            "padding:5px 12px;font-size:11px;font-weight:normal;"
            "font-family:'Segoe UI','Arial',sans-serif;}"
            "QPushButton:hover{background-color:#2d2d30;color:#9d9d9d;}"
            "QPushButton:pressed{color:#cccccc;}"
        )
        clear_btn.clicked.connect(self.log_area.clear)
        lp_layout.addWidget(clear_btn)

        splitter.addWidget(log_panel)
        splitter.setSizes([900, 200])

        root.addWidget(splitter)
        self.setLayout(root)
        self._apply_theme()
        self._detected_on_show: bool = False  # guard: only auto-detect once per new folder

    # ── Tab visibility ──────────────────────────────────────────────────────

    def showEvent(self, event):
        """Trigger folder detection the first time this tab is shown (or after a new folder is set)."""
        super().showEvent(event)
        if not self._detected_on_show and self._setting("last_game_folder", ""):
            self._detected_on_show = True
            QTimer.singleShot(100, self._detect_folder)

    def eventFilter(self, obj, event):
        """Toggle workflow file checks when clicking a row outside the checkbox."""
        try:
            if (
                obj is self.file_list.viewport()
                and event.type() == QEvent.MouseButtonRelease
                and event.button() == Qt.LeftButton
            ):
                item = self.file_list.itemAt(event.pos())
                if item is None:
                    return False

                # Let native checkbox clicks handle their own checked state.
                item_rect = self.file_list.visualItemRect(item)
                if event.pos().x() <= item_rect.left() + 26:
                    return False

                item.setCheckState(
                    Qt.Unchecked if item.checkState() == Qt.Checked else Qt.Checked
                )
                return False
        except Exception:
            pass
        return super().eventFilter(obj, event)

    def _on_step_tab_changed(self, index: int):
        """Refresh config-backed controls when their workflow page is shown."""
        previous_index = self._current_step_index
        self._current_step_index = index

        if previous_index == 0 and index != 0:
            self._auto_import_if_needed()

        if index == 5:
            self._populate_p2_checkboxes()
        if index == 8:
            self._refresh_playtest_status()
            self._load_playtest_settings()

    def _register_import_button(self, button: QPushButton) -> None:
        self._import_buttons.append(button)

    def _set_import_buttons_enabled(self, enabled: bool) -> None:
        for button in self._import_buttons:
            button.setEnabled(enabled)

    def _apply_theme(self):
        """Apply a unified dark-theme stylesheet to all standard controls."""
        self.setStyleSheet("""
            QLineEdit {
                background-color: #3c3c3c;
                border: 1px solid #555555;
                border-radius: 4px;
                padding: 4px 8px;
                color: #cccccc;
                font-size: 13px;
            }
            QLineEdit:focus {
                border-color: #007acc;
            }
            QLineEdit:disabled {
                background-color: #2d2d30;
                color: #666666;
            }
            QLineEdit::placeholder {
                color: #606060;
            }
            QSpinBox {
                background-color: #3c3c3c;
                border: 1px solid #555555;
                border-radius: 4px;
                padding: 3px 6px;
                color: #cccccc;
                font-size: 13px;
            }
            QSpinBox:focus {
                border-color: #007acc;
            }
            QSpinBox::up-button, QSpinBox::down-button {
                background-color: #2d2d30;
                border: none;
                width: 18px;
            }
            QSpinBox::up-button:hover, QSpinBox::down-button:hover {
                background-color: #007acc;
            }
            QCheckBox {
                color: #cccccc;
                font-size: 13px;
                spacing: 7px;
            }
            QCheckBox::indicator {
                width: 14px;
                height: 14px;
                border: 1px solid #555555;
                border-radius: 3px;
                background-color: #3c3c3c;
            }
            QCheckBox::indicator:checked {
                background-color: #007acc;
                border-color: #007acc;
            }
            QCheckBox::indicator:hover {
                border-color: #007acc;
            }
            QCheckBox::indicator:disabled {
                background-color: #2d2d30;
                border-color: #444444;
            }
        """)

    # ── Step 0: Project Folder ──────────────────────────────────────────────

    def _build_step0(self, layout: QVBoxLayout):
        layout.addWidget(_make_section_label("Step 0 — Project Folder"))

        # Folder picker row
        row0 = QHBoxLayout()
        self.folder_edit = QLineEdit()
        self.folder_edit.setPlaceholderText("Path to game root folder…")
        saved = self._setting("last_game_folder", "")
        if saved:
            self.folder_edit.setText(saved)
        row0.addWidget(self.folder_edit, 1)
        self.folder_edit.returnPressed.connect(self._detect_folder)

        browse_btn = _make_icon_btn("📁", "Browse for a game project folder")
        browse_btn.clicked.connect(self._browse_folder)
        row0.addWidget(browse_btn)

        layout.addLayout(row0)

        # Detected info
        self.detected_label = QLabel("No folder detected yet.")
        self.detected_label.setStyleSheet(
            "color:#6a9a6a;font-size:13px;padding:4px 8px;"
            "background-color:#1f2b1f;border:1px solid #2a4a2a;"
            "border-radius:4px;margin:4px 0;"
        )
        layout.addWidget(self.detected_label)

        # File list
        self.file_list = QListWidget()
        self.file_list.setMinimumHeight(320)
        self.file_list.setSizePolicy(QSizePolicy.Expanding, QSizePolicy.Expanding)
        self.file_list.setSelectionMode(QAbstractItemView.ExtendedSelection)
        self.file_list.itemChanged.connect(self._sync_selected_file_checks)
        self.file_list.viewport().installEventFilter(self)
        self.file_list.setStyleSheet(
            "QListWidget{outline:none;border:1px solid #3c3c3c;"
            "background-color:#252526;border-radius:4px;}"
            "QListWidget::item{border:none;outline:none;padding:2px 6px;"
            "color:#c8c8c8;}"
            "QListWidget::item:selected{background-color:#252526;color:#c8c8c8;}"
            "QListWidget::item:hover{background-color:#2d2d30;"
            "border-left:2px solid #007acc;}"
        )
        layout.addWidget(self.file_list, 1)

        # Action row
        row1 = QHBoxLayout()
        row1.setSpacing(6)
        select_all_btn = _make_text_btn("All", "Select all importable files", min_width=44)
        select_all_btn.clicked.connect(self._select_all_files)
        row1.addWidget(select_all_btn)

        deselect_all_btn = _make_text_btn("None", "Deselect all files", min_width=52)
        deselect_all_btn.clicked.connect(self._deselect_all_files)
        row1.addWidget(deselect_all_btn)

        sel_core = _make_text_btn("Core", "Core only: select database files and deselect maps", min_width=52)
        sel_core.setToolTip("Select only core database files; deselect map files")
        sel_core.clicked.connect(self._select_core_only)
        row1.addWidget(sel_core)

        import_btn = _make_text_btn("Import", "Import selected files into files/", min_width=64)
        import_btn.setEnabled(False)
        import_btn.setToolTip("Replace files/ with exactly the checked files above")
        import_btn.clicked.connect(lambda _checked=False: self._import_files())
        self._register_import_button(import_btn)
        row1.addWidget(import_btn)

        row1.addStretch()
        layout.addLayout(row1)

    # ── Step 3: Vocab / Glossary ────────────────────────────────────────────

    # ── Copilot prompt templates ────────────────────────────────────────────

    _SPEAKER_PROMPT = (
        "You are an expert RPGMaker MV/MZ analyst helping configure a Japanese game translation tool.\n"
        "\n"
        "<task>\n"
        "Examine the game's event files (Map*.json, CommonEvents.json, Troops.json) and determine "
        "which speaker name format(s) the game uses. Output flag recommendations based on what you find.\n"
        "</task>\n"
        "\n"
        "<context>\n"
        "Code 101 opens the text window. Code 401 is a dialogue line. Multiple 401s in a row form "
        "one message box. The translation tool needs to know how character names appear in the event "
        "data so it can extract and translate them correctly.\n"
        "</context>\n"
        "\n"
        "--- attach your game files here before continuing ---\n"
        "\n"
        "<always_on_formats>\n"
        "The following formats are detected and translated automatically — no flag is needed. "
        "If the game uses any of these, do NOT enable a flag for lines matching that exact pattern. "
        "However, continue scanning to check whether other speakers use a flag-requiring pattern.\n"
        "\n"
        "## How dialogue commands work\n"
        "\n"
        "Code 101 opens the text window. Code 401 is a dialogue line. "
        "Multiple 401s in a row form one message box.\n"
        "\n"
        "## IMPORTANT — Always-on formats (NO FLAG NEEDED, never enable any flag for these)\n"
        "\n"
        "The following formats are detected and translated automatically. "
        "If the game uses ANY of these, do NOT enable any flag for lines matching that pattern. "
        "However, **DO NOT STOP** — continue checking whether other speakers in the same game "
        "use a different format that requires a flag.\n"
        "\n"
        "\n"
        "  101 param[4] name       { \"code\": 101, \"parameters\": [\"\", 0, 2, 2, \"るな\"] }\n"
        "  \\\\n<Name> or \\\\k<Name>   escape code with ANGLE BRACKETS anywhere inside a 401 line\n"
        "  【Name】                  alone on a line, or 【Name】dialogue on the same line\n"
        "  [Name]                  alone on a line, or [Name]dialogue on the same line\n"
        "  \\\\c[N]Name\\\\c[0]       color-wrapped name on its own 401 line\n"
        "  Name：                   line ending with a full-width colon\n"
        "\n"
        "## CRITICAL — \\\\N[X] / \\\\n[X] (square bracket + number) is NOT a speaker format\n"
        "\n"
        "  \\\\N[ActorID] and \\\\n[ActorID] (e.g. \\\\N[1], \\\\n[2]) are RPGMaker actor variable\n"
        "  substitution codes. They expand to an actor's name at runtime, but the translation tool\n"
        "  handles them purely as text substitution during translation — they are NEVER treated as\n"
        "  a speaker name tag.\n"
        "\n"
        "  A 401 line containing ONLY \\\\N[X], or narration text that embeds \\\\N[X] (e.g.\n"
        "  \"ローターが\\\\N[1]の乳首に装着される！\"), does NOT match any always-on speaker format.\n"
        "  Do NOT count \\\\N[X] / \\\\n[X] codes as always-on speaker detection hits.\n"
        "\n"
        "  If a game's ONLY speaker indicator is a standalone \\\\N[X] line followed by dialogue,\n"
        "  check whether FIRSTLINESPEAKERS would catch it (the standalone line must be < 40 chars\n"
        "  AND contain at least one Japanese character — a bare \\\\N[1] with no Japanese text does\n"
        "  NOT qualify for FIRSTLINESPEAKERS either).\n"
        "</always_on_formats>\n"
        "\n"
        "<flags>\n"
        "Only enable these when at least some speakers do NOT use an always-on format.\n"
        "\n"
        "<flag name=\"INLINE401SPEAKERS\">\n"
        "The speaker name is embedded at the start of a 401 line directly before 「, "
        "with no intervening markup or brackets.\n"
        "<example>\n"
        "{ \"code\": 401, \"parameters\": [\"エレナ「今日は晴れですね。\"] }\n"
        "</example>\n"
        "Enable if the game has dialogue lines matching this pattern.\n"
        "</flag>\n"
        "\n"
        "<flag name=\"FIRSTLINESPEAKERS\">\n"
        "The very first 401 in a message group is a short standalone name (under 40 chars), "
        "and the following 401 starts with 「 \" ( （ * [. This commonly appears for NPCs even "
        "in games where the protagonist uses an always-on format. The 101 command for these "
        "lines typically has an empty face image (parameters[0] == \"\").\n"
        "<example>\n"
        "{ \"code\": 101, \"parameters\": [\"\", 0, 0, 2] }\n"
        "{ \"code\": 401, \"parameters\": [\"衛兵さん\"] }        ← plain name, no color or brackets\n"
        "{ \"code\": 401, \"parameters\": [\"「……起きたか」\"] }\n"
        "</example>\n"
        "Enable if ANY speakers in the game use this pattern, even if others use an always-on format.\n"
        "</flag>\n"
        "\n"
        "<flag name=\"FACENAME101\" priority=\"last_resort\">\n"
        "Enable ONLY when: (a) the game has no always-on format, AND (b) neither INLINE401SPEAKERS "
        "nor FIRSTLINESPEAKERS applies, AND (c) the 101 code has a face image filename in "
        "parameters[0] while parameters[4] is empty.\n"
        "<example>\n"
        "{ \"code\": 101, \"parameters\": [\"face_alice\", 0, 0, 2, \"\"] }\n"
        "</example>\n"
        "If you recommend this, you MUST list every unique face filename found in parameters[0] "
        "of code 101 across all attached files.\n"
        "</flag>\n"
        "</flags>\n"
        "\n"
        "<instructions>\n"
        "Follow these steps in order:\n"
        "\n"
        "1. Scan ALL 101→401 blocks across the sample files.\n"
        "   (a) List every always-on pattern found — these need no flag.\n"
        "   (b) List every flag-requiring pattern found separately.\n"
        "   A game may use both simultaneously (e.g. protagonist via \\\\c[N]Name\\\\c[0], "
        "NPCs via plain standalone name lines). Do not stop after finding one pattern.\n"
        "\n"
        "2. For each flag-requiring pattern from step 1:\n"
        "   - INLINE401SPEAKERS → ENABLE if name「 inline pattern exists\n"
        "   - FIRSTLINESPEAKERS → ENABLE if plain standalone name line exists\n"
        "   Both may be enabled together if both patterns exist.\n"
        "\n"
        "3. Only if steps 1–2 found no flag-requiring patterns AND no always-on format "
        "→ consider FACENAME101.\n"
        "</instructions>\n"
        "\n"
        "<output_format>\n"
        "Provide exactly four sections:\n"
        "\n"
        "1. Patterns detected — one entry per speaker type (protagonist, NPCs, signs/narration)\n"
        "2. Flag decisions:\n"
        "     INLINE401SPEAKERS : ENABLE / SKIP — <one-line reason>\n"
        "     FIRSTLINESPEAKERS : ENABLE / SKIP — <one-line reason>\n"
        "     FACENAME101       : ENABLE / SKIP — <one-line reason>\n"
        "3. A short concrete example from the actual files for each detected pattern\n"
        "4. (Only if FACENAME101 is ENABLE) Every unique face filename from parameters[0] of code 101\n"
        "</output_format>\n"
    )

    _PROMPT_GLOSSARY = (
        "You are an expert Japanese RPGMaker game analyst building a translation glossary.\n"
        "\n"
        "<task>\n"
        "Extract named characters and lore-specific worldbuilding terms from this game's data files. "
        "Produce a structured glossary in the exact format specified below. It will be loaded directly "
        "into a translation tool, so strict format compliance is required.\n"
        "</task>\n"
        "\n"
        "--- attach your game data files here before continuing ---\n"
        "\n"
        "<file_strategy>\n"
        "Map files and CommonEvents.json can be extremely large. Do NOT read them sequentially — "
        "you will hit context limits. Use this strategy:\n"
        "\n"
        "1. Read these small DB files IN FULL first — richest source of names, always small:\n"
        "   Actors.json is mandatory for major character vocab. Use it as the canonical source "
        "for actor IDs, Japanese names, nicknames, profiles, and \\N[n] name mappings.\n"
        "   Then read Classes.json, Troops.json, Skills.json, Items.json,\n"
        "   Armors.json, Weapons.json, States.json, System.json\n"
        "\n"
        "2. For large files (CommonEvents.json, Map*.json), SEARCH (grep) instead of reading "
        "sequentially. Prioritise dialogue commands because they are the best evidence for "
        "character voice:\n"
        "   - Code 401 dialogue lines, plus nearby code 101 speaker/name parameters\n"
        "   - Code 405 scrolling text when present\n"
        "   - Speaker patterns such as 【Name】, [Name], Name：, \\\\n<Name>, and \\\\k<Name>\n"
        "   - Capitalised katakana clusters or kanji compound proper nouns in dialogue/parameters fields\n"
        "   Scan Map001.json through Map010.json at most — early maps have the most story content.\n"
        "\n"
        "3. Stop once you stop finding new names or terms. Do not pad the output.\n"
        "</file_strategy>\n"
        "\n"
        "<rules>\n"
        "Apply to both sections:\n"
        "- Separator: use a plain hyphen-minus (-). Never use — or –. "
        "The translation tool only recognises the plain hyphen.\n"
        "- Descriptions must be entirely in English. Refer to other characters by English name only "
        "(write 'her sister Ruin was kidnapped', not 'her sister ルイン was kidnapped').\n"
        "- Never give two spelling options (e.g. 'Sylfia / Sylphia' is wrong). Commit to one translation.\n"
        "\n"
        "# Game Characters — rules:\n"
        "- If a <known_speakers> list was provided, output entries for those names, then cross-check "
        "Actors.json for major named actors that should also be included. Skip unnamed NPCs, generic "
        "enemies, and narration-only entries.\n"
        "- If no list was provided, discover named characters from the files, but still skip "
        "unnamed NPCs and generic enemy types.\n"
        "- For each character include: gender, role, speech register, personality, and whether "
        "the name is player-chosen (check Actors.json ID 1).\n"
        "- Any actor in Actors.json with a real name should get a full # Game Characters entry, "
        "not only a \\N[n] placeholder mapping. If events reference \\N[3] or [EnglishName], "
        "resolve it through Actors.json ID 3 and preserve the full character context.\n"
        "- Event references are supporting evidence for personality/speech, but they must not "
        "replace actor-database discovery. Do not miss major characters just because they appear "
        "primarily in Actors.json.\n"
        "\n"
        "# Worldbuilding Terms — rules:\n"
        "- Include: faction/organisation names, locations mentioned in dialogue but not on maps, "
        "unique magic systems, lore titles, recurring in-universe concepts.\n"
        "- Exclude: skill names, item names, weapon names, armour names (the tool handles those). "
        "Skip generic RPG words (\u30dd\u30fc\u30b7\u30e7\u30f3, \u30ec\u30d9\u30eb, \u30b9\u30c6\u30fc\u30bf\u30b9, etc.). "
        "Do not repeat character names here.\n"
        "</rules>\n"
        "\n"
        "<output_format>\n"
        "Return the ENTIRE glossary inside ONE fenced code block (a ``` block), with nothing before "
        "or after it, so it can be copied in a single click and pasted straight into the tool.\n"
        "Inside the code block, output EXACTLY two sections with these headers. Do not add any "
        "preamble, explanation, or text outside the entries.\n"
        "\n"
        "# Game Characters\n"
        "# Worldbuilding Terms\n"
        "\n"
        "Entry format:  Japanese (English) - description\n"
        "\n"
        "<example>\n"
        "# Game Characters\n"
        "アリア (Aria) - Female; protagonist; player-chosen name (Actors.json ID 1); "
        "speaks cheerfully in casual feminine speech; nicknamed アリアちゃん by her sister\n"
        "ゼクス (Zex) - Male; antagonist; cold and commanding; addresses others with contempt; "
        "uses archaic formal register\n"
        "カナエ (Kanae) - Female; NPC shopkeeper; warm and motherly; ends sentences with わね\n"
        "\n"
        "# Worldbuilding Terms\n"
        "虚無の穴 (Void Rift) - Dimensional tear referenced repeatedly in Act 2 NPC dialogue; "
        "not a named map location\n"
        "鋼の誓約 (Iron Vow) - Sacred oath-binding ritual unique to the knightly order; "
        "appears in story cutscenes\n"
        "裁定者 (Arbiter) - Title held by the ruling council; lore-specific rank with no "
        "real-world equivalent\n"
        "</example>\n"
        "</output_format>\n"
    )

    _WRAP_PROMPT = (
        "You are an expert RPGMaker MV/MZ configuration analyst.\n"
        "\n"
        "<task>\n"
        "Calculate the correct text-wrap width settings for a Japanese-to-English RPGMaker MV/MZ "
        "translation tool. The tool wraps translated English using character-count limits (not pixels). "
        "I need three values: width, listWidth, and noteWidth.\n"
        "</task>\n"
        "\n"
        "--- attach System.json and js/plugins.js here before continuing ---\n"
        "\n"
        "<instructions>\n"
        "1. Read screenWidth and fontSize from System.json.\n"
        "   Check js/plugins.js for any MessageCore or Window plugin that overrides these values.\n"
        "2. For each window type, estimate its pixel width, subtract ~48px padding, then calculate:\n"
        "   chars = floor(content_px / (font_size × 0.58))\n"
        "   - width:      main dialogue/message box (Show Text) — typically full screen width\n"
        "   - listWidth:  item/skill/help description windows — typically full or half screen width\n"
        "   - noteWidth:  database note fields — typically the narrowest pane (~40–50% screen width)\n"
        "3. If font size is above 26px and reducing it would meaningfully increase characters per line, "
        "note where to change it (System.json or the relevant plugin parameter).\n"
        "</instructions>\n"
        "\n"
        "<output_format>\n"
        "Output only the final values — do not show calculations:\n"
        "\n"
        "```\n"
        "width=<N>\n"
        "listWidth=<N>\n"
        "noteWidth=<N>\n"
        "fontSize=<N>   # or: no change needed\n"
        "```\n"
        "\n"
        "Followed by one sentence of assumptions if anything was estimated.\n"
        "</output_format>\n"
    )

    _PLUGINS_JS_TRANSLATE_PROMPT = (
        "You are an expert RPGMaker MV/MZ localisation engineer.\n"
        "\n"
        "<task>\n"
        "Translate visible Japanese strings inside js/plugins.js without breaking any game logic "
        "or plugin functionality. A vocab.txt glossary is attached — use it as your primary reference. "
        "Any name or term that appears in the glossary must be translated exactly as shown there.\n"
        "</task>\n"
        "\n"
        "--- attach js/plugins.js and vocab.txt here before continuing ---\n"
        "\n"
        "\n"
        "<translate>\n"
        "Only translate string values directly shown to the player at runtime:\n"
        "- Menu/button labels in-game UI (e.g. 決定, キャンセル)\n"
        "- Scene/window title text (e.g. アイテム, スキル, 装備)\n"
        "- In-game popup, tooltip, or notification messages\n"
        "- Default NPC names or pronouns used in UI display\n"
        "- Help or description text shown in help windows\n"
        "- Battle log messages or status effect messages\n"
        "</translate>\n"
        "\n"
        "<do_not_translate>\n"
        "Translating the following WILL BREAK THE GAME:\n"
        "\n"
        "1. Plugin parameter keys (object property names).\n"
        "   { \"CommandName\": \"セーブ\" } → translate セーブ but NOT CommandName\n"
        "\n"
        "2. Strings used as internal identifiers or lookup keys:\n"
        "   - Switch/variable names matching System.json entries\n"
        "   - Actor, skill, item, weapon, armour names used as keys inside other plugin parameters\n"
        "   - Strings passed as plugin command arguments that the engine looks up\n"
        "\n"
        "3. File paths, filenames, URLs, colour codes, font names, icon indices.\n"
        "   (e.g. img/faces/Actor1 or #ffffff)\n"
        "\n"
        "4. Plugin names and script identifiers:\n"
        "   - The \"name\" property at the top of each plugin block (e.g. { \"name\": \"YEP_CoreEngine\" })\n"
        "   - Function identifiers, class names, JS event names\n"
        "\n"
        "5. Any string in the game data files (Actors.json, Skills.json, Items.json, etc.) that is "
        "also used as a lookup key in the plugin — changing it here would desync it from the data file.\n"
        "\n"
        "6. Boolean strings, numeric strings, regex patterns.\n"
        "</do_not_translate>\n"
        "\n"
        "<safety_check>\n"
        "Before translating any string, confirm all three are true:\n"
        "- It is displayed directly to the player as visible text\n"
        "- It is purely a UI label, not used as a key anywhere else\n"
        "- Nothing in the codebase compares this exact string to another value\n"
        "When in doubt, skip it — untranslated Japanese is better than a broken game.\n"
        "</safety_check>\n"
        "\n"
        "<output_format>\n"
        "Provide the translated file as a complete replacement of js/plugins.js, inside a single "
        "fenced code block (```js ... ```) so it can be copied in one click. Only change the "
        "string values identified above. Preserve all original formatting, indentation, comments, and structure.\n"
        "\n"
        "After the code block, output a summary:\n"
        "\n"
        "### Translations Made\n"
        "  Plugin: <plugin name>\n"
        "  Parameter: <parameter key>\n"
        "  Before: <original Japanese>\n"
        "  After:  <English translation>\n"
        "\n"
        "### Skipped (Ambiguous or Internal)\n"
        "List any Japanese strings you detected but did not translate, with a one-line reason.\n"
        "</output_format>\n"
    )

    _ACE_SCRIPTS_TRANSLATE_PROMPT = (
        "You are an expert RPGMaker VX Ace (Ruby) localisation engineer.\n"
        "\n"
        "<task>\n"
        "Translate visible Japanese strings inside the game's Ruby scripts (ace_json/scripts/*.rb) "
        "without breaking any game logic or script functionality. A vocab.txt glossary is attached — "
        "use it as your primary reference. Any name or term in the glossary must be translated exactly as shown.\n"
        "</task>\n"
        "\n"
        "--- attach the .rb script files and vocab.txt here before continuing ---\n"
        "\n"
        "\n"
        "━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n"
        "## WHAT TO TRANSLATE\n"
        "━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n"
        "\n"
        "Only translate string literals that are directly shown to the player at runtime.\n"
        "These typically appear as:\n"
        "  - Strings passed to msgbox, msgbox_p, print, p\n"
        "  - Labels and text in Window or Scene classes rendered to screen\n"
        "  - draw_text / draw_item calls with a Japanese string literal\n"
        "  - Default UI label text (menu names, button labels, status window text)\n"
        "  - Battle log messages, notifications, popup strings\n"
        "  - Help or description text shown in help windows\n"
        "\n"
        "━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n"
        "## WHAT MUST NOT BE TRANSLATED\n"
        "━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n"
        "\n"
        "CRITICAL — translating the following will break the game:\n"
        "\n"
        "  1. Strings used as hash keys, method names, or symbol equivalents.\n"
        "     Example: vocab[\"HP\"] = \"体力\"  \u2192  translate \"体力\" but NOT the key \"HP\"\n"
        "\n"
        "  2. Strings used as internal identifiers compared with == or used in case/when:\n"
        "     - Actor/class/skill/item names used as lookup strings\n"
        "     - Script-internal state names or flag strings\n"
        "     Example: if type == \"スキル\"  \u2192  do NOT translate \"スキル\"\n"
        "\n"
        "  3. File paths, filenames, font names, colour strings, URLs.\n"
        "\n"
        "  4. Regular expressions, format strings used with sprintf or % operator\n"
        "     where the placeholders must stay in the same position.\n"
        "     (You may translate the human-readable parts but keep %s / %d / %1 etc intact.)\n"
        "\n"
        "  5. Script class names, module names, method names, constants.\n"
        "\n"
        "  6. Any string that is read back elsewhere in the scripts with an exact match.\n"
        "\n"
        "<safety_check>\n"
        "Before translating any string, confirm all three are true:\n"
        "- It is displayed directly to the player as visible text\n"
        "- It is purely a display string, not compared or looked up anywhere\n"
        "- Changing it would break no conditional logic or data lookup\n"
        "When in doubt, skip it — untranslated Japanese is better than a broken game.\n"
        "</safety_check>\n"
        "\n"
        "<output_format>\n"
        "For each .rb file that needed changes, provide the full translated file content inside its "
        "own fenced code block (```ruby ... ```), preceded by the filename, so each file can be "
        "copied in one click. Only change string values identified as safe. "
        "Preserve all Ruby syntax, indentation, comments, and structure exactly.\n"
        "\n"
        "After all files, output a summary:\n"
        "\n"
        "### Translations Made\n"
        "  File:   <script filename.rb>\n"
        "  Before: <original Japanese>\n"
        "  After:  <English translation>\n"
        "\n"
        "### Skipped (Ambiguous or Internal)\n"
        "List any Japanese strings you detected but did not translate, with a one-line reason.\n"
        "</output_format>\n"
    )

    _PLUGIN_PROMPT = (
        "You are an expert RPGMaker MV/MZ event system analyst.\n"
        "\n"
        "<task>\n"
        "Audit several optional event code types and report: (a) which contain player-visible "
        "Japanese text that needs translation, and (b) for code 122, exactly which variable ID "
        "ranges carry display text versus internal keys.\n"
        "</task>\n"
        "\n"
        "--- attach Actors.json, CommonEvents.json, Troops.json, Map*.json, and js/plugins.js here ---\n"
        "\n"
        "<actor_context>\n"
        "Read Actors.json in full before auditing event commands. Use it to resolve actor IDs, "
        "\\N[n] references, and code 320/324/325 targets. If you see an event reference to a "
        "major actor whose full character vocab is missing or only appears as a placeholder "
        "mapping like \\N[3] (Keimi), report that Actors.json should be included in the glossary "
        "build and that a full # Game Characters entry is needed.\n"
        "</actor_context>\n"
        "\n"
        "<audit_1 code=\"122\">\n"
        "Code 122 — Control Variables — which variable IDs carry display text\n"
        "\n"
        "A code 122 entry looks like:\n"
        "  { \"code\": 122, \"parameters\": [startVarId, endVarId, 0, 4, \"\\\"some string\\\"\"] }\n"
        "parameters[0] is the variable ID being set; parameters[4] is the string value\n"
        "(only present when parameters[3] == 4, direct string assignment).\n"
        "\n"
        "Collect every code 122 where parameters[3] == 4. For each variable ID found:\n"
        "  1. Is the string also tested in a code 111 $gameVariables comparison?\n"
        "     → DO NOT TRANSLATE (would break game logic)\n"
        "  2. Is the string used as an internal ID / plugin key / script argument?\n"
        "     → DO NOT TRANSLATE\n"
        "  3. Is the string purely player-visible display text?\n"
        "     → SAFE TO TRANSLATE\n"
        "\n"
        "Summarise translatable variable IDs as compact numeric ranges,\n"
        "e.g. 'Translate IDs: 5, 10-18, 42'. Separately list any DO NOT TRANSLATE IDs\n"
        "with the reason. The ranges will be entered as min/max in the translation tool.\n"
        "</audit_1>\n"
        "\n"
        "<audit_2>\n"
        "Plugin codes with visible text — 357 / 356 / 355-655 / 657 / 320 / 324 / 325 / 108\n"
        "For each code type below, scan all events and report whether any instance contains "
        "Japanese text visible to the player at runtime.\n"
        "\n"
        "--- Code 357 (MZ Plugin Commands) ---\n"
        "parameters[0] = plugin header; parameters[3] = data dict.\n"
        "Look up each unique header in js/plugins.js.\n"
        "Does any key in parameters[3] hold Japanese text shown on screen?\n"
        "The module already handles: AdvExtentionllk, VisuMZ_4_ProximityMessages, LL_GalgeChoiceWindow\n"
        "For other headers with visible text, check the commented-out headerMappings list:\n"
        "  \"LL_InfoPopupWIndow\": ([\"messageText\"], None),\n"
        "  \"QuestSystem\": ([\"DetailNote\"], None),\n"
        "  \"BalloonInBattle\": ([\"text\"], None),\n"
        "  \"MNKR_CommonPopupCoreMZ\": ([\"text\"], None),\n"
        "  \"DestinationWindow\": ([\"destination\"], None),\n"
        "  \"_TMLogWindowMZ\": ([\"text\"], None),\n"
        "  \"TorigoyaMZ_NotifyMessage\": ([\"message\"], None),\n"
        "  \"SoR_GabWindow\": ([\"arg1\"], None),\n"
        "  \"DarkPlasma_CharacterText\": ([\"text\"], None),\n"
        "  \"DTextPicture\": ([\"text\"], None),\n"
        "  \"TextPicture\": ([\"text\"], None),\n"
        "  \"TRP_SkitMZ\": ([\"name\"], None),\n"
        "  \"LogWindow\": ([\"text\"], None),\n"
        "  \"BattleLogOutput\": ([\"message\"], None),\n"
        "  \"TorigoyaMZ_NotifyMessage_CommandMessage\": ([\"message\"], None),\n"
        "  \"NUUN_SaveScreen\": ([\"AnyName\"], None),\n"
        "  \"build/ARPG_Core\": ([\"Text\", \"SkillByName\"], None),\n"
        "Output: EXACT uncomment line, or describe parameters[3] if header is new.\n"
        "\n"
        "--- Code 356 (MV Plugin Commands) ---\n"
        "parameters[0] is a space-delimited string, e.g. 'D_TEXT テキスト 24'.\n"
        "The module already handles: D_TEXT, ShowInfo, PushGab, addLog, DW_*, CommonPopup, AddCustomChoice.\n"
        "Does any 356 line have Japanese that is shown on screen?\n"
        "If yes: ENABLE CODE356 and list the command keywords found.\n"
        "If no:  SKIP CODE356.\n"
        "\n"
        "--- Code 355/655 (Inline Scripts) ---\n"
        "Code 355 starts a script block; code 655 continues it.\n"
        "parameters[0] is the raw JS/script text.\n"
        "For each block with Japanese in a string passed to a message/popup/log function:\n"
        "  • The leading keyword/pattern that identifies the block\n"
        "  • A regex capturing only the display substring, e.g. テキスト-(.+)\n"
        "  • Whether it is single-line (355 only) or multi-line (355 + 655)\n"
        "  • The exact entry to add to the patterns dict:\n"
        "      \"<keyword>\": (r\"<regex>\", <True|False>),\n"
        "\n"
        "--- Code 657 (Picture Text) ---\n"
        "parameters[0] is a plain string drawn onto a picture.\n"
        "Does any 657 entry contain Japanese text visible on screen (not a filename)?\n"
        "If yes: ENABLE CODE657. If no: SKIP CODE657.\n"
        "\n"
        "--- Codes 320 / 324 / 325 (Actor Name / Nickname / Profile) ---\n"
        "parameters[1] is the new name/nickname/profile string.\n"
        "Do any of these codes set Japanese strings visible to the player\n"
        "(not just internal IDs or filenames)?\n"
        "If yes: ENABLE the respective code. If no: SKIP.\n"
        "\n"
        "--- Code 108 (Comment / Notetag) ---\n"
        "parameters[0] is a comment string used as a plugin notetag.\n"
        "The module only translates 108 lines that match specific patterns:\n"
        "  info:, ActiveMessage:, event_text, Menu Name, text_indicator, NW名前指定\n"
        "Do any 108 entries matching those patterns have Japanese visible to the player?\n"
        "If yes: ENABLE CODE108 and list the patterns found. If no: SKIP CODE108.\n"
        "</audit_2>\n"
        "\n"
        "<output_format>\n"
        "Reply with these exact sections:\n"
        "\n"
        "### Code 122 — Variable Translation Ranges\n"
        "  Translate IDs  : <compact ranges, e.g. 5, 10-18, 42>\n"
        "  Do NOT translate: <ID — reason>\n"
        "If none: 'No display-text string assignments found.'\n"
        "\n"
        "### Code 357 — Plugin Handlers to Enable\n"
        "  • Already handled  : <header> — no action needed\n"
        "  • Enable in module : uncomment → \"<header>\": ([\"<key>\"], None),\n"
        "  • New entry needed : <header> — parameters[3] structure: <description>\n"
        "  • No visible text  : <header> — internal only, skip\n"
        "If none: 'No code 357 visible text found.'\n"
        "\n"
        "### Code 356 — Enable or Skip\n"
        "  ENABLE / SKIP — keywords found: <list>\n"
        "\n"
        "### Code 355/655 — Script Patterns to Add\n"
        "  • Pattern key : <keyword>\n"
        "  • Regex       : <capture regex>\n"
        "  • Multiline   : <true/false>\n"
        "  • Module line : \"<keyword>\": (r\"<regex>\", <True|False>),\n"
        "If none: 'No translatable 355/655 scripts found.'\n"
        "\n"
        "### Code 657 — Enable or Skip\n"
        "  ENABLE / SKIP — <brief reason>\n"
        "\n"
        "### Codes 320 / 324 / 325 — Enable or Skip\n"
        "  320: ENABLE / SKIP   324: ENABLE / SKIP   325: ENABLE / SKIP\n"
        "\n"
        "### Code 108 — Enable or Skip\n"
        "  ENABLE / SKIP — patterns found: <list>\n"
        "\n"
        "### GUI Action Summary\n"
        "\n"
        "After all audit sections above, output this final block to configure the GUI:\n"
        "\n"
        "ENABLE CODES     : <comma-separated CODE* keys to check, e.g. CODE357, CODE356>\n"
        "SKIP CODES       : <codes that have no visible text>\n"
        "357 PLUGINS      : <comma-separated HEADER_MAPPINGS_357 keys to enable>\n"
        "355/655 PATTERNS : <comma-separated PATTERNS_355655 keys to enable>\n"
        "122 VAR RANGE    : min=<N>, max=<M>\n"
        "\n"
        "If a field has nothing to fill in, write NONE.\n"
        "</output_format>\n"
    )

    # ── Step 1 (Optional): Pre-process ────────────────────────────────

    def _build_step1_preprocess(self, layout: QVBoxLayout):
        header_row = QHBoxLayout()
        header_row.addWidget(_make_section_label("Step 1 (Optional) — Pre-process"))
        opt_badge = QLabel("optional")
        opt_badge.setStyleSheet(
            "color:#7a7a7a;font-size:11px;border:1px solid #3c3c3c;"
            "padding:1px 8px;border-radius:8px;margin-left:8px;"
            "background-color:#252526;"
        )
        header_row.addWidget(opt_badge)
        header_row.addStretch()
        # Collapse/expand toggle
        toggle_btn = QPushButton("▼")
        toggle_btn.setCheckable(True)
        toggle_btn.setChecked(True)
        toggle_btn.setFixedSize(22, 22)
        toggle_btn.setStyleSheet(
            "QPushButton{background:transparent;color:#888;border:none;font-size:11px;}"
            "QPushButton:hover{color:#ccc;}"
        )
        header_row.addWidget(toggle_btn)
        layout.addLayout(header_row)

        # Collapsible container — wraps hint + tasks_box + run-all row
        collapse_widget = QWidget()
        collapse_layout = QVBoxLayout(collapse_widget)
        collapse_layout.setContentsMargins(0, 0, 0, 0)
        collapse_layout.setSpacing(4)

        hint = QLabel(
            "Three optional preparation tasks to run against the game folder before "
            "importing files. Paths are auto-filled when a project folder is detected."
        )
        hint.setWordWrap(True)
        hint.setStyleSheet("color:#9d9d9d;font-size:13px;padding-bottom:6px;")
        collapse_layout.addWidget(hint)

        tasks_box = QGroupBox()
        tasks_box.setStyleSheet("QGroupBox{border:none;margin:0;padding:4px 0;}")
        tb = QVBoxLayout(tasks_box)
        tb.setSpacing(10)
        collapse_layout.addWidget(tasks_box)

        # ---- Task A: dazedformat -----------------------------------------
        ta_title = QLabel("A — Format JSON files (dazedformat)")
        ta_title.setStyleSheet("color:#4ec9b0;font-size:13px;font-weight:bold;")
        tb.addWidget(ta_title)
        self._pp_dazedformat_title = ta_title
        ta = QWidget()
        ta.setObjectName("tbox")
        ta.setStyleSheet(self._task_box_style())
        ta_inner = QVBoxLayout(ta)
        ta_inner.setContentsMargins(10, 8, 10, 8)
        ta_inner.setSpacing(4)
        ta_desc = QLabel(
            "Normalises all JSON files in the game's data folder by round-tripping them "
            "through <code>json.load / json.dump</code>. "
            "Bundled — no external install required."
        )
        ta_desc.setTextFormat(Qt.RichText)
        ta_desc.setWordWrap(True)
        ta_desc.setStyleSheet("color:#9d9d9d;font-size:13px;")
        ta_inner.addWidget(ta_desc)
        ta_path_row = QHBoxLayout()
        ta_path_row.addWidget(QLabel("Data folder:"))
        self.pp_data_path_label = QLabel("(detect a project folder first)")
        self.pp_data_path_label.setStyleSheet("color:#7a7a7a;font-size:13px;")
        ta_path_row.addWidget(self.pp_data_path_label, 1)
        ta_inner.addLayout(ta_path_row)
        ta_btn_row = QHBoxLayout()
        run_dazed = _make_btn("►  Run dazedformat", "#555")
        run_dazed.setFixedWidth(180)
        run_dazed.clicked.connect(self._run_dazedformat)
        ta_btn_row.addWidget(run_dazed)
        ta_btn_row.addStretch()
        ta_inner.addLayout(ta_btn_row)
        tb.addWidget(ta)
        self._pp_dazedformat_box = ta

        # ---- Task B: prettier on plugins.js
        tb_box_title = QLabel("B — Format plugins.js with Prettier")
        tb_box_title.setStyleSheet("color:#4ec9b0;font-size:13px;font-weight:bold;")
        tb.addWidget(tb_box_title)
        self._pp_plugins_js_title = tb_box_title
        tb_box = QWidget()
        tb_box.setObjectName("tbox")
        tb_box.setStyleSheet(self._task_box_style())
        tb_inner = QVBoxLayout(tb_box)
        tb_inner.setContentsMargins(10, 8, 10, 8)
        tb_inner.setSpacing(4)
        tb_desc = QLabel(
            "Formats plugins.js using <code>jsbeautifier</code> (pure Python — no Node.js required) "
            "so it is human-readable before editing or inspection."
        )
        tb_desc.setTextFormat(Qt.RichText)
        tb_desc.setWordWrap(True)
        tb_desc.setStyleSheet("color:#9d9d9d;font-size:13px;")
        tb_inner.addWidget(tb_desc)
        tb_path_row = QHBoxLayout()
        tb_path_lbl = QLabel("plugins.js:")
        tb_path_row.addWidget(tb_path_lbl)
        self.pp_plugins_edit = QLineEdit()
        self.pp_plugins_edit.setPlaceholderText("Path to plugins.js…")
        tb_path_row.addWidget(self.pp_plugins_edit, 1)
        browse_plugins = _make_btn("", "#444")
        browse_plugins.setIcon(browse_plugins.style().standardIcon(QStyle.SP_DirOpenIcon))
        browse_plugins.setFixedWidth(34)
        browse_plugins.clicked.connect(self._browse_plugins_js)
        tb_path_row.addWidget(browse_plugins)
        tb_inner.addLayout(tb_path_row)
        tb_btn_row = QHBoxLayout()
        run_prettier = _make_btn("►  Format plugins.js", "#555")
        run_prettier.setFixedWidth(180)
        run_prettier.clicked.connect(self._run_prettier)
        tb_btn_row.addWidget(run_prettier)
        tb_btn_row.addStretch()
        tb_inner.addLayout(tb_btn_row)
        tb.addWidget(tb_box)
        self._pp_plugins_js_box = tb_box

        # ---- Task C: copy gameupdate/ -----------------------------------
        tc_title = QLabel("C — Apply gameupdate/ patch files")
        tc_title.setStyleSheet("color:#4ec9b0;font-size:13px;font-weight:bold;")
        tb.addWidget(tc_title)
        tc = QWidget()
        tc.setObjectName("tbox")
        tc.setStyleSheet(self._task_box_style())
        tc_inner = QVBoxLayout(tc)
        tc_inner.setContentsMargins(10, 8, 10, 8)
        tc_inner.setSpacing(4)
        tc_desc = QLabel(
            "Copies everything from the <code>gameupdate/</code> folder "
            "into the game\'s root folder, overwriting existing files."
        )
        tc_desc.setTextFormat(Qt.RichText)
        tc_desc.setWordWrap(True)
        tc_desc.setStyleSheet("color:#9d9d9d;font-size:13px;")
        tc_inner.addWidget(tc_desc)

        tc_src_row = QHBoxLayout()
        tc_src_row.addWidget(QLabel("Source:"))
        self.pp_gameupdate_edit = QLineEdit()
        self.pp_gameupdate_edit.setPlaceholderText("Path to gameupdate/ folder…")
        tc_src_row.addWidget(self.pp_gameupdate_edit, 1)
        browse_gu = _make_btn("", "#444")
        browse_gu.setIcon(browse_gu.style().standardIcon(QStyle.SP_DirOpenIcon))
        browse_gu.setFixedWidth(34)
        browse_gu.clicked.connect(self._browse_gameupdate)
        tc_src_row.addWidget(browse_gu)
        tc_inner.addLayout(tc_src_row)

        tc_dst_row = QHBoxLayout()
        tc_dst_row.addWidget(QLabel("Destination:"))
        self.pp_gameupdate_dst_label = QLabel("(game root folder auto-filled from project)")
        self.pp_gameupdate_dst_label.setStyleSheet("color:#7a7a7a;font-size:13px;")
        tc_dst_row.addWidget(self.pp_gameupdate_dst_label, 1)
        tc_inner.addLayout(tc_dst_row)

        tc_btn_row = QHBoxLayout()
        tc_btn_row.setSpacing(8)
        run_gu = _make_btn("►  Copy gameupdate/", "#555")
        run_gu.setFixedWidth(180)
        run_gu.clicked.connect(self._run_gameupdate)
        tc_btn_row.addWidget(run_gu)
        run_all_btn = _make_btn("►►  Run All 3 Tasks", "#007acc")
        run_all_btn.setFixedWidth(180)
        run_all_btn.setToolTip("Run dazedformat, prettier, and gameupdate copy in sequence")
        run_all_btn.clicked.connect(self._run_all_preprocess)
        tc_btn_row.addWidget(run_all_btn)
        tc_btn_row.addStretch()
        tc_inner.addLayout(tc_btn_row)
        tb.addWidget(tc)

        layout.addWidget(collapse_widget)

        def _toggle_preprocess(expanded: bool):
            toggle_btn.setText("▼" if expanded else "►")
            collapse_widget.setVisible(expanded)
        toggle_btn.toggled.connect(_toggle_preprocess)

    @staticmethod
    def _task_box_style() -> str:
        return (
            "QWidget#tbox{"
            "background-color:#252526;"
            "border:1px solid #3c3c3c;"
            "border-radius:6px;}"
        )

    @staticmethod
    def _checkbox_box_style() -> str:
        """Style for checkbox list container widgets."""
        return (
            "QWidget#cbbox{"
            "background-color:#252526;"
            "border:1px solid #3c3c3c;"
            "border-radius:6px;}"
            "QWidget{"
            "background-color:#252526;"
            "border:none;}"
            "QCheckBox{border:none;background-color:transparent;}"
        )

    def _build_step3_glossary(self, layout: QVBoxLayout):

        layout.addWidget(_make_section_label("Step 3 — Vocab / Glossary"))

        # ---- 3a: Parse Speakers ---------------------------------------------
        parse_title = QLabel("3a — Parse Speakers")
        parse_title.setStyleSheet("color:#4ec9b0;font-size:13px;font-weight:bold;")
        layout.addWidget(parse_title)

        parse_box = QWidget()
        parse_box.setObjectName("tbox")
        parse_box.setStyleSheet(self._task_box_style())
        parse_inner = QVBoxLayout(parse_box)
        parse_inner.setContentsMargins(10, 8, 10, 8)
        parse_inner.setSpacing(4)

        parse_hint = QLabel(
            "Scan all event files (Maps, CommonEvents, Troops) for speaker names and "
            "batch-translate them, then write them into the # Speakers section of vocab.txt.\n"
            "Run this before the full translation so the AI already knows every character name."
        )
        parse_hint.setWordWrap(True)
        parse_hint.setStyleSheet("color:#9d9d9d;font-size:13px;")
        parse_inner.addWidget(parse_hint)

        parse_row = QHBoxLayout()
        parse_speakers_btn = _make_btn("🔍  Parse Speakers", "#5a3a7a")
        parse_speakers_btn.setFixedWidth(180)
        parse_speakers_btn.setToolTip(
            "Sets mode to 'Parse Speakers', selects all event files, and starts the run.\n"
            "No text is translated — only speaker names are collected and written to vocab.txt."
        )
        parse_speakers_btn.clicked.connect(self._run_parse_speakers)
        parse_row.addWidget(parse_speakers_btn)
        parse_row.addStretch()
        parse_inner.addLayout(parse_row)

        layout.addWidget(parse_box)

        # ---- Copilot / Cursor prompt helpers --------------------------------
        prompt_box_title = QLabel("3b — AI Prompt Helpers (Copilot / Cursor)")
        prompt_box_title.setStyleSheet("color:#4ec9b0;font-size:13px;font-weight:bold;")
        layout.addWidget(prompt_box_title)
        prompt_box = QWidget()
        prompt_box.setObjectName("tbox")
        prompt_box.setStyleSheet(self._task_box_style())
        pb_inner = QVBoxLayout(prompt_box)
        pb_inner.setContentsMargins(10, 8, 10, 8)
        pb_inner.setSpacing(4)

        prompt_hint = QLabel(
            "Copy the prompt and paste it into Copilot Chat or Cursor with your game files open. "
            "Paste the AI's output back into vocab.txt."
        )
        prompt_hint.setWordWrap(True)
        prompt_hint.setStyleSheet("color:#9d9d9d;font-size:13px;")
        pb_inner.addWidget(prompt_hint)

        glossary_row = QHBoxLayout()
        copy_glossary_btn = _make_btn("📋  Copy Prompt for Copilot", "#555")
        copy_glossary_btn.setFixedWidth(220)
        copy_glossary_btn.setToolTip("Copy the full glossary discovery prompt to clipboard")
        copy_glossary_btn.clicked.connect(self._copy_glossary_prompt)
        glossary_row.addWidget(copy_glossary_btn)
        glossary_row.addStretch()
        pb_inner.addLayout(glossary_row)

        layout.addWidget(prompt_box)

        # ---- vocab.txt editor -----------------------------------------------
        vocab_title = QLabel("3c — vocab.txt editor")
        vocab_title.setStyleSheet("color:#4ec9b0;font-size:13px;font-weight:bold;")
        layout.addWidget(vocab_title)
        format_hint = QLabel(
            "Format:  Japanese (English) - Gender; role; speech register / personality notes\n"
            "Example:  シロ (Shiro) - Female; protagonist; speaks in a flustered, cute register with feminine speech markers"
        )
        format_hint.setFont(QFont("Consolas", 9))
        format_hint.setStyleSheet(
            "color:#569cd6;background-color:#1a1e2a;border:1px solid #2a3a5a;"
            "padding:5px 10px;border-radius:4px;font-size:13px;"
            "border-left:3px solid #2a6a9a;"
        )
        layout.addWidget(format_hint)

        self.vocab_editor = _PlainPasteTextEdit()
        self.vocab_editor.setMinimumHeight(80)
        self.vocab_editor.setMaximumHeight(160)
        self.vocab_editor.setFont(QFont("Consolas", 9))
        self.vocab_editor.setStyleSheet(
            "QTextEdit{background-color:#252526;color:#d4d4d4;"
            "border:1px solid #3c3c3c;border-radius:4px;padding:8px;"
            "selection-background-color:#264f78;}"
        )
        self._reload_vocab()
        layout.addWidget(self.vocab_editor, 1)

        row = QHBoxLayout()
        row.setSpacing(8)
        save_vocab = _make_btn("💾  Save vocab.txt", "#3a7a3a")
        save_vocab.setFixedWidth(180)
        save_vocab.clicked.connect(self._save_vocab)
        row.addWidget(save_vocab)

        reload_vocab = _make_btn("↺  Reload", "#555")
        reload_vocab.setFixedWidth(110)
        reload_vocab.clicked.connect(self._reload_vocab)
        row.addWidget(reload_vocab)
        row.addStretch()
        layout.addLayout(row)

    def _run_parse_speakers(self):
        """Configure Translation tab for Parse Speakers mode and auto-start."""
        try:
            pw = self.parent_window
            tt = getattr(pw, "translation_tab", None) if pw else None
            if tt is None:
                self._log("❌ Translation tab not found.")
                return

            # 1. Set engine to RPG Maker MV/MZ
            try:
                combo = tt.module_combo
                for i in range(combo.count()):
                    if "RPG Maker MV/MZ" in combo.itemText(i):
                        combo.setCurrentIndex(i)
                        break
            except Exception:
                pass

            # 2. Set mode to Parse Speakers
            try:
                mc = tt.mode_combo
                idx = mc.findText("Parse Speakers")
                if idx >= 0:
                    mc.setCurrentIndex(idx)
                else:
                    self._log("❌ 'Parse Speakers' mode not available — make sure RPG Maker MV/MZ is selected.")
                    return
            except Exception as exc:
                self._log(f"❌ Could not set Parse Speakers mode: {exc}")
                return

            self._log("")
            self._log("─" * 54)
            self._log("🔍  Switching to Parse Speakers mode…")
            self._log("   Event files selected. Speaker names will be")
            self._log("   collected and written to vocab.txt # Speakers.")
            self._log("─" * 54)

        except Exception as exc:
            self._log(f"❌ _run_parse_speakers error: {exc}")
            return

        # 3. Select event files and auto-start
        self._navigate_to_translation("events", auto_start=True)

    # ── Step 2: Speaker Detection ───────────────────────────────────────────

    def _build_step2_speaker(self, layout: QVBoxLayout):
        layout.addWidget(_make_section_label("Step 2 — Speaker Format Detection"))

        # Import button row
        _IMP_W = 220
        _IMP_H = 36
        _IMP_SS = (
            "QPushButton{{"
            "background-color:{bg};color:white;border:none;"
            "padding:0px;border-radius:4px;font-size:12px;font-weight:bold;"
            "font-family:'Segoe UI',sans-serif;}}"
            "QPushButton:hover{{background-color:{hover};}}"
            "QPushButton:pressed{{background-color:{press};}}"
            "QPushButton:disabled{{background-color:#404040;color:#666666;}}"
        )
        import_row = QHBoxLayout()
        import_row.setSpacing(8)
        import_row.setAlignment(Qt.AlignVCenter)
        import_btn = QPushButton("↓  Import Selected → files/")
        import_btn.setStyleSheet(
            "QPushButton{background-color:#2d2d30;color:#4da8f0;border:1px solid #007acc;"
            "padding:0px;border-radius:4px;font-size:12px;font-weight:bold;"
            "font-family:'Segoe UI',sans-serif;}"
            "QPushButton:hover{background-color:#1a2d3a;border-color:#1a9aff;color:#7ac8ff;}"
            "QPushButton:pressed{background-color:#0a1a2a;}"
            "QPushButton:disabled{background-color:#2d2d30;color:#555555;border-color:#444444;}"
        )
        import_btn.setFixedSize(_IMP_W, _IMP_H)
        import_btn.setEnabled(False)
        import_btn.clicked.connect(lambda _checked=False: self._import_files())
        self._register_import_button(import_btn)
        import_row.addWidget(import_btn)
        clear_translated_btn = QPushButton("✕  Clear translated/")
        clear_translated_btn.setStyleSheet(
            "QPushButton{background-color:#2d2d30;color:#cc4444;border:1px solid #8b0000;"
            "padding:0px;border-radius:4px;font-size:12px;font-weight:bold;"
            "font-family:'Segoe UI',sans-serif;}"
            "QPushButton:hover{background-color:#3a2020;border-color:#cc2222;color:#ff6666;}"
            "QPushButton:pressed{background-color:#4a1010;}"
        )
        clear_translated_btn.setFixedSize(_IMP_W, _IMP_H)
        clear_translated_btn.setToolTip("Delete all files inside the translated/ folder")
        clear_translated_btn.clicked.connect(self._clear_translated)
        import_row.addWidget(clear_translated_btn)
        import_row.addStretch()
        layout.addLayout(import_row)

        hint = QLabel(
            "Copy the prompt below, open Copilot (or any AI), attach a few of the game's "
            "Map*.json / CommonEvents.json files, paste the prompt, and ask it which "
            "speaker flags to enable. Then tick the matching boxes and click Apply."
        )
        hint.setWordWrap(True)
        hint.setStyleSheet("color:#9d9d9d;font-size:13px;padding-bottom:6px;")
        layout.addWidget(hint)

        copy_row = QHBoxLayout()
        copy_btn = _make_btn("📋  Copy Prompt for Copilot", "#555")
        copy_btn.setFixedWidth(220)
        copy_btn.setToolTip("Copies a prompt explaining all speaker formats — paste into Copilot with game files")
        copy_btn.clicked.connect(self._copy_speaker_prompt)
        copy_row.addWidget(copy_btn)
        copy_row.addStretch()
        layout.addLayout(copy_row)

        # ---- Flag checkboxes ------------------------------------------------
        cb_box_title = QLabel("Speaker flags")
        cb_box_title.setStyleSheet("color:#4ec9b0;font-size:13px;font-weight:bold;")
        layout.addWidget(cb_box_title)
        cb_box = QWidget()
        cb_box.setObjectName("tbox")
        cb_box.setStyleSheet(self._task_box_style())
        cb_inner = QVBoxLayout(cb_box)
        cb_inner.setContentsMargins(10, 8, 10, 8)
        cb_inner.setSpacing(3)

        self.spk_inline_cb = QCheckBox("INLINE401SPEAKERS  —  speaker name inline before 「 in the 401 text")
        self.spk_inline_cb.stateChanged.connect(self._apply_speaker_flags)
        cb_inner.addWidget(self.spk_inline_cb)

        self.spk_firstline_cb = QCheckBox("FIRSTLINESPEAKERS  —  first 401 line is a short speaker name")
        self.spk_firstline_cb.stateChanged.connect(self._apply_speaker_flags)
        cb_inner.addWidget(self.spk_firstline_cb)

        self.spk_face_cb = QCheckBox("FACENAME101  —  speaker inferred from 101 face-image filename")
        self.spk_face_cb.stateChanged.connect(self._apply_speaker_flags)
        cb_inner.addWidget(self.spk_face_cb)

        layout.addWidget(cb_box)

        self._populate_speaker_flags()

    # ── Step 4: Translation ─────────────────────────────────────────────────

    def _add_tl_mode_selector(self, layout: QVBoxLayout):
        """Dropdown for normal vs batch TL; applies to all workflow phase run buttons."""
        mode_box = QWidget()
        mode_box.setObjectName("tbox")
        mode_box.setStyleSheet(self._task_box_style())
        mode_inner = QVBoxLayout(mode_box)
        mode_inner.setContentsMargins(10, 8, 10, 8)
        mode_inner.setSpacing(6)

        mode_row = QHBoxLayout()
        mode_row.setSpacing(10)
        mode_lbl = QLabel("Translation mode:")
        mode_lbl.setStyleSheet("color:#cccccc;font-size:13px;font-weight:bold;")
        self._tl_mode_combo = QComboBox()
        self._tl_mode_combo.addItem(WORKFLOW_TL_NORMAL_LABEL)
        self._tl_mode_combo.addItem(BATCH_MODE_LABEL)
        self._tl_mode_combo.setFixedWidth(240)
        self._tl_mode_combo.setToolTip(
            "Applies to Phase 0, 1, 1b, and 2 run buttons. "
            "Batch uses the Anthropic Batches API (50% off, Claude only)."
        )
        self._tl_mode_combo.currentTextChanged.connect(self._on_workflow_tl_mode_changed)
        mode_row.addWidget(mode_lbl)
        mode_row.addWidget(self._tl_mode_combo)
        mode_row.addStretch()
        mode_inner.addLayout(mode_row)

        self._batch_mode_benefit = QLabel(BATCH_MODE_BENEFIT_NOTE)
        self._batch_mode_benefit.setWordWrap(True)
        self._batch_mode_benefit.setStyleSheet("color:#8fbc8f;font-size:12px;")
        self._batch_mode_benefit.setVisible(False)
        mode_inner.addWidget(self._batch_mode_benefit)

        self._batch_mode_warning = QLabel(BATCH_COLLECT_LIVE_CHARGE_NOTE)
        self._batch_mode_warning.setWordWrap(True)
        self._batch_mode_warning.setStyleSheet("color:#f0ad4e;font-size:11px;")
        self._batch_mode_warning.setVisible(False)
        mode_inner.addWidget(self._batch_mode_warning)

        layout.addWidget(mode_box)
        batch_idx = self._tl_mode_combo.findText(BATCH_MODE_LABEL)
        if batch_idx >= 0:
            self._tl_mode_combo.setCurrentIndex(batch_idx)
        self._on_workflow_tl_mode_changed(self._tl_mode_combo.currentText())

    def _on_workflow_tl_mode_changed(self, mode_text: str):
        is_batch = mode_text == BATCH_MODE_LABEL
        if hasattr(self, "_batch_mode_benefit"):
            self._batch_mode_benefit.setVisible(is_batch)
        if hasattr(self, "_batch_mode_warning"):
            self._batch_mode_warning.setVisible(is_batch)
        if hasattr(self, "_step5_mode_hint"):
            self._step5_mode_hint.setText(f"Translation mode: {mode_text}")
            if is_batch:
                self._step5_mode_hint.setStyleSheet("color:#8fbc8f;font-size:12px;margin-bottom:4px;")
            else:
                self._step5_mode_hint.setStyleSheet("color:#9d9d9d;font-size:12px;margin-bottom:4px;")

    def _workflow_batch_mode(self) -> bool:
        combo = getattr(self, "_tl_mode_combo", None)
        return combo is not None and combo.currentText() == BATCH_MODE_LABEL

    def _workflow_mode_text(self) -> str:
        return BATCH_MODE_LABEL if self._workflow_batch_mode() else "Translate"

    def _build_step4_translation(self, layout: QVBoxLayout):

        layout.addWidget(_make_section_label("Step 4 — TL Phase 1"))

        self._add_tl_mode_selector(layout)

        # ---- Pre-flight: text wrap configuration ----------------------------
        wrap_box_title = QLabel("Pre-flight — Text Wrap Width")
        wrap_box_title.setStyleSheet("color:#4ec9b0;font-size:13px;font-weight:bold;")
        layout.addWidget(wrap_box_title)
        wrap_box = QWidget()
        wrap_box.setObjectName("tbox")
        wrap_box.setStyleSheet(self._task_box_style())
        wrap_inner = QVBoxLayout(wrap_box)
        wrap_inner.setContentsMargins(10, 8, 10, 8)
        wrap_inner.setSpacing(4)

        wrap_hint = QLabel(
            "Adjust if lines overflow or wrap too early in-game, then click Apply to write to .env."
        )
        wrap_hint.setWordWrap(True)
        wrap_hint.setStyleSheet("color:#9d9d9d;font-size:13px;")
        wrap_inner.addWidget(wrap_hint)

        # All three spinboxes on one row
        spins_row = QHBoxLayout()
        spins_row.setSpacing(16)

        def _spin_pair(label_text: str, default: int):
            lbl = QLabel(label_text)
            lbl.setStyleSheet("color:#cccccc;font-size:13px;")
            sp = QSpinBox()
            sp.setRange(20, 300)
            sp.setValue(default)
            sp.setFixedWidth(60)
            return lbl, sp

        lbl_w,  self.wrap_width_spin = _spin_pair("Dialogue", 60)
        lbl_lw, self.wrap_list_spin  = _spin_pair("List/Help", 70)
        lbl_nw, self.wrap_note_spin  = _spin_pair("Notes", 60)

        for lbl, sp in [(lbl_w, self.wrap_width_spin),
                        (lbl_lw, self.wrap_list_spin),
                        (lbl_nw, self.wrap_note_spin)]:
            spins_row.addWidget(lbl)
            spins_row.addWidget(sp)
        spins_row.addStretch()

        apply_wrap_btn = _make_btn("✔  Apply to .env", "#3a7a3a")
        apply_wrap_btn.setFixedWidth(140)
        apply_wrap_btn.setToolTip("Write width / listWidth / noteWidth into .env")
        apply_wrap_btn.clicked.connect(self._apply_wrap_config)
        spins_row.addWidget(apply_wrap_btn)

        wrap_inner.addLayout(spins_row)
        layout.addWidget(wrap_box)

        # ---- Phase 0 --------------------------------------------------------
        p0_box_title = QLabel("Phase 0  –  Core Database Files")
        p0_box_title.setStyleSheet("color:#4ec9b0;font-size:13px;font-weight:bold;")
        layout.addWidget(p0_box_title)
        p0_box = QWidget()
        p0_box.setObjectName("tbox")
        p0_box.setStyleSheet(self._task_box_style())
        p0_inner = QVBoxLayout(p0_box)
        p0_inner.setContentsMargins(10, 8, 10, 8)
        p0_inner.setSpacing(4)
        p0_desc = QLabel(
            "Actors, Armors, Weapons, Items, Skills, States, Classes, Enemies, System, MapInfos — "
            "run first before any event-code phases."
        )
        p0_desc.setStyleSheet("color:#9d9d9d;font-size:13px;")
        p0_desc.setWordWrap(True)
        p0_inner.addWidget(p0_desc)
        p0_row = QHBoxLayout()
        p0_row.setSpacing(10)
        self._run_p0_btn = _make_btn("►  Run Phase 0", "#4a7a4a")
        self._run_p0_btn.setFixedWidth(200)
        self._run_p0_btn.setToolTip(
            "Sets engine to RPG Maker MV/MZ, selects only DB files, all event codes OFF."
        )
        self._run_p0_btn.clicked.connect(lambda: self._run_phase(0))
        p0_row.addWidget(self._run_p0_btn)
        self._p0_status_lbl = QLabel("")
        self._p0_status_lbl.setStyleSheet("color:#6a9a6a;font-size:13px;padding-left:4px;")
        p0_row.addWidget(self._p0_status_lbl)
        p0_row.addStretch()
        p0_inner.addLayout(p0_row)
        layout.addWidget(p0_box)

        # ---- Phase 1 --------------------------------------------------------
        p1_box_title = QLabel("Phase 1  –  Safe Codes (dialogue + choices)")
        p1_box_title.setStyleSheet("color:#4ec9b0;font-size:13px;font-weight:bold;")
        layout.addWidget(p1_box_title)
        p1_box = QWidget()
        p1_box.setObjectName("tbox")
        p1_box.setStyleSheet(self._task_box_style())
        p1_inner = QVBoxLayout(p1_box)
        p1_inner.setContentsMargins(10, 8, 10, 8)
        p1_inner.setSpacing(4)
        p1_desc = QLabel(
            "Codes ON: 101 (Name), 401 (Show Text), 405 (continued), 102 (Choices), 408 (extra lines). "
            "Speaker lines in the log should look like  [Speaker]: Dialogue."
        )
        p1_desc.setStyleSheet("color:#9d9d9d;font-size:13px;")
        p1_desc.setWordWrap(True)
        p1_inner.addWidget(p1_desc)
        p1_row = QHBoxLayout()
        p1_row.setSpacing(10)
        self._run_p1_btn = _make_btn("►  Run Phase 1", "#007acc")
        self._run_p1_btn.setFixedWidth(200)
        self._run_p1_btn.setToolTip("Applies Phase 1 code settings and starts translation")
        self._run_p1_btn.clicked.connect(lambda: self._run_phase(1))
        p1_row.addWidget(self._run_p1_btn)
        self._p1_status_lbl = QLabel("")
        self._p1_status_lbl.setStyleSheet("color:#6ab4d4;font-size:13px;padding-left:4px;")
        p1_row.addWidget(self._p1_status_lbl)
        p1_row.addStretch()
        p1_inner.addLayout(p1_row)
        layout.addWidget(p1_box)

        # ---- Phase 1b -------------------------------------------------------
        p1b_box_title = QLabel("Phase 1b  –  Build Variable Cache (code 111)")
        p1b_box_title.setStyleSheet("color:#4ec9b0;font-size:13px;font-weight:bold;")
        layout.addWidget(p1b_box_title)
        p1b_box = QWidget()
        p1b_box.setObjectName("tbox")
        p1b_box.setStyleSheet(self._task_box_style())
        p1b_inner = QVBoxLayout(p1b_box)
        p1b_inner.setContentsMargins(10, 8, 10, 8)
        p1b_inner.setSpacing(4)
        p1b_desc = QLabel(
            "Scans code 111 branches that compare \u2018$gameVariables\u2019 and builds the var_translation_map cache. "
            "Run before Phase 2 so code 122 strings are automatically matched."
        )
        p1b_desc.setStyleSheet("color:#9d9d9d;font-size:13px;")
        p1b_desc.setWordWrap(True)
        p1b_inner.addWidget(p1b_desc)
        p1b_row = QHBoxLayout()
        p1b_row.setSpacing(10)
        self._run_p1b_btn = _make_btn("►  Run Phase 1b", "#2a5a7a")
        self._run_p1b_btn.setFixedWidth(200)
        self._run_p1b_btn.setToolTip("Applies Phase 1b code settings (111 only) and starts translation")
        self._run_p1b_btn.clicked.connect(lambda: self._run_phase("1b"))
        p1b_row.addWidget(self._run_p1b_btn)
        self._p1b_status_lbl = QLabel("")
        self._p1b_status_lbl.setStyleSheet("color:#6aaac4;font-size:13px;padding-left:4px;")
        p1b_row.addWidget(self._p1b_status_lbl)
        p1b_row.addStretch()
        p1b_inner.addLayout(p1b_row)
        layout.addWidget(p1b_box)

    def _build_step5_tl_phase2(self, layout: QVBoxLayout):

        layout.addWidget(_make_section_label("Step 5 — TL Phase 2"))

        self._step5_mode_hint = QLabel(f"Translation mode: {BATCH_MODE_LABEL}")
        self._step5_mode_hint.setStyleSheet("color:#8fbc8f;font-size:12px;margin-bottom:4px;")
        layout.addWidget(self._step5_mode_hint)
        if hasattr(self, "_tl_mode_combo"):
            self._on_workflow_tl_mode_changed(self._tl_mode_combo.currentText())

        # ── Pre-flight card: description + prompt + var range ──────────────
        pre_box_title = QLabel("Pre-flight \u2014 Audit & Configure")
        pre_box_title.setStyleSheet("color:#4ec9b0;font-size:13px;font-weight:bold;")
        layout.addWidget(pre_box_title)
        pre_box = QWidget()
        pre_box.setObjectName("tbox")
        pre_box.setStyleSheet(self._task_box_style())
        pre_inner = QVBoxLayout(pre_box)
        pre_inner.setContentsMargins(10, 8, 10, 8)
        pre_inner.setSpacing(6)

        pre_top = QHBoxLayout()
        pre_top.setSpacing(12)
        desc_lbl = QLabel(
            "Targets script/variable strings and plugin text. "
            "Use the Plugin Prompt to audit the game first, then enable only the codes with visible text."
        )
        desc_lbl.setWordWrap(True)
        desc_lbl.setStyleSheet("color:#9d9d9d;font-size:13px;")
        pre_top.addWidget(desc_lbl, 1)
        copy_risky_btn = _make_btn("📋  Copy Plugin Prompt", "#555")
        copy_risky_btn.setFixedWidth(200)
        copy_risky_btn.setToolTip(
            "Copy a Copilot prompt that audits code 122 variable ranges and all optional "
            "plugin/script codes for visible text."
        )
        copy_risky_btn.clicked.connect(self._copy_plugin_prompt)
        pre_top.addWidget(copy_risky_btn)
        pre_inner.addLayout(pre_top)

        # Divider line
        div = QFrame()
        div.setFrameShape(QFrame.HLine)
        div.setStyleSheet("QFrame{background-color:#3a3a3a;border:none;max-height:1px;}")
        pre_inner.addWidget(div)

        # Code 122 var range row
        var_row = QHBoxLayout()
        var_row.setSpacing(6)
        var_lbl = QLabel("Code 122 var range:")
        var_lbl.setStyleSheet("color:#cccccc;font-size:13px;")
        var_row.addWidget(var_lbl)
        from PyQt5.QtGui import QIntValidator
        self._p2_var_min = QLineEdit("0")
        self._p2_var_min.setValidator(QIntValidator(0, 99999))
        self._p2_var_min.setFixedWidth(55)
        self._p2_var_min.setAlignment(Qt.AlignCenter)
        self._p2_var_min.setToolTip("Minimum variable ID to translate (inclusive)")
        var_row.addWidget(self._p2_var_min)
        dash_lbl = QLabel("–")
        dash_lbl.setStyleSheet("color:#9d9d9d;")
        var_row.addWidget(dash_lbl)
        self._p2_var_max = QLineEdit("2000")
        self._p2_var_max.setValidator(QIntValidator(1, 99999))
        self._p2_var_max.setFixedWidth(55)
        self._p2_var_max.setAlignment(Qt.AlignCenter)
        self._p2_var_max.setToolTip("Maximum variable ID to translate (exclusive)")
        var_row.addWidget(self._p2_var_max)
        apply_range_btn = _make_btn("Apply", "#3a3a3a")
        apply_range_btn.setFixedWidth(80)
        apply_range_btn.setToolTip("Write CODE122_VAR_MIN / CODE122_VAR_MAX to the module")
        apply_range_btn.clicked.connect(self._apply_var_range)
        var_row.addWidget(apply_range_btn)
        self._p2_var_min.editingFinished.connect(self._schedule_p2_config_apply)
        self._p2_var_max.editingFinished.connect(self._schedule_p2_config_apply)
        var_row.addStretch()
        pre_inner.addLayout(var_row)
        layout.addWidget(pre_box)

        # Pre-populate range
        try:
            from gui.config_integration import ConfigIntegration
            cur = ConfigIntegration().read_current_config()
            if "CODE122_VAR_MIN" in cur:
                self._p2_var_min.setText(str(cur["CODE122_VAR_MIN"]))
            if "CODE122_VAR_MAX" in cur:
                self._p2_var_max.setText(str(cur["CODE122_VAR_MAX"]))
        except Exception:
            pass

        # ── Code toggles ───────────────────────────────────────────────────
        codes_hdr = QHBoxLayout()
        codes_title_lbl = QLabel("Enable Codes")
        codes_title_lbl.setStyleSheet("color:#4ec9b0;font-size:13px;font-weight:bold;")
        codes_hdr.addWidget(codes_title_lbl)
        codes_hdr.addStretch()
        codes_select_all_btn = QPushButton("☑")
        codes_select_all_btn.setCheckable(True)
        codes_select_all_btn.setFixedSize(28, 28)
        codes_select_all_btn.setStyleSheet(
            "QPushButton{background:transparent;color:#888888;border:none;"
            "font-size:18px;padding:0 2px;}"
            "QPushButton:hover{color:#cccccc;}"
            "QPushButton:checked{color:#007acc;}"
        )
        codes_select_all_btn.setToolTip("Select / Deselect All")
        codes_hdr.addWidget(codes_select_all_btn)
        layout.addLayout(codes_hdr)

        toggle_box = QWidget()
        toggle_box.setObjectName("cbbox")
        toggle_box.setStyleSheet(self._checkbox_box_style())
        toggle_box_layout = QVBoxLayout(toggle_box)
        toggle_box_layout.setContentsMargins(8, 8, 10, 6)
        toggle_box_layout.setSpacing(3)

        toggle_grid_container = QWidget()
        toggle_grid = QGridLayout(toggle_grid_container)
        toggle_grid.setContentsMargins(0, 0, 0, 0)
        toggle_grid.setHorizontalSpacing(24)
        toggle_grid.setVerticalSpacing(4)

        _P2_CODE_DEFS = [
            ("CODE122",    "122 – Variables",     "Control Variables (code 122)"),
            ("CODE357",    "357 – Plugins (MZ)",  "MZ Plugin Command text (code 357)"),
            ("CODE355655", "355/655 – Scripts",   "Inline script text (codes 355/655)"),
            ("CODE356",    "356 – Plugins (MV)",  "MV Plugin Command text (code 356)"),
            ("CODE657",    "657 – Picture Text",  "Extended picture text (code 657)"),
            ("CODE320",    "320 – Actor Name",    "Change Actor Name (code 320)"),
            ("CODE324",    "324 – Nickname",      "Change Nickname (code 324)"),
            ("CODE325",    "325 – Profile",       "Change Profile (code 325)"),
            ("CODE108",    "108 – Comments",      "Comment notetags (code 108)"),
        ]
        self._p2_code_checks: dict = {}
        for idx, (code_key, label, tip) in enumerate(_P2_CODE_DEFS):
            cb = QCheckBox(label)
            cb.setToolTip(tip)
            cb.setStyleSheet("color:#cccccc;font-size:13px;")
            toggle_grid.addWidget(cb, idx // 3, idx % 3)
            cb.stateChanged.connect(self._schedule_p2_config_apply)
            self._p2_code_checks[code_key] = cb
        toggle_box_layout.addWidget(toggle_grid_container)

        def _toggle_codes(checked):
            codes_select_all_btn.setText("☑" if checked else "☐")
            for cb in self._p2_code_checks.values():
                cb.setChecked(checked)
        codes_select_all_btn.toggled.connect(_toggle_codes)
        layout.addWidget(toggle_box)

        # ── 357 plugins + 355/655 patterns — side by side ──────────────────
        lists_row = QHBoxLayout()
        lists_row.setSpacing(8)

        _icon_btn_style = (
            "QPushButton{background:transparent;color:#888888;border:none;"
            "font-size:18px;padding:0 2px;}"
            "QPushButton:hover{color:#cccccc;}"
            "QPushButton:checked{color:#007acc;}"
        )

        # Left column: header row + group box
        left_col = QVBoxLayout()
        left_col.setSpacing(3)

        plugin357_hdr = QHBoxLayout()
        plugin357_title_lbl = QLabel("Code 357 — Plugin Handlers (MZ)")
        plugin357_title_lbl.setStyleSheet("color:#4ec9b0;font-size:13px;font-weight:bold;")
        plugin357_hdr.addWidget(plugin357_title_lbl)
        plugin357_hdr.addStretch()
        plugin357_select_all_btn = QPushButton("☑")
        plugin357_select_all_btn.setCheckable(True)
        plugin357_select_all_btn.setFixedSize(28, 28)
        plugin357_select_all_btn.setStyleSheet(_icon_btn_style)
        plugin357_select_all_btn.setToolTip("Select / Deselect All")
        plugin357_hdr.addWidget(plugin357_select_all_btn)
        left_col.addLayout(plugin357_hdr)

        plugin357_box = QWidget()
        plugin357_box.setObjectName("cbbox")
        plugin357_box.setStyleSheet(self._checkbox_box_style())
        plugin357_inner = QVBoxLayout(plugin357_box)
        plugin357_inner.setContentsMargins(8, 8, 10, 6)
        plugin357_inner.setSpacing(3)

        plugin357_container = QWidget()
        plugin357_vbox = QVBoxLayout(plugin357_container)
        plugin357_vbox.setContentsMargins(4, 2, 4, 2)
        plugin357_vbox.setSpacing(2)
        self._p2_plugin_checks: dict = {}
        try:
            from modules.rpgmakermvmz import HEADER_MAPPINGS_357 as _HM357
            for key in sorted(_HM357.keys(), key=str.casefold):
                cb = QCheckBox(key)
                cb.setStyleSheet("color:#cccccc;font-size:13px;")
                cb.stateChanged.connect(self._schedule_p2_config_apply)
                plugin357_vbox.addWidget(cb)
                self._p2_plugin_checks[key] = cb
        except Exception:
            pass
        plugin357_vbox.addStretch()

        plugin357_scroll = QScrollArea()
        plugin357_scroll.setWidgetResizable(True)
        plugin357_scroll.setWidget(plugin357_container)
        plugin357_scroll.setHorizontalScrollBarPolicy(Qt.ScrollBarAlwaysOff)
        plugin357_scroll.setStyleSheet("QScrollArea{border:none;}")
        plugin357_inner.addWidget(plugin357_scroll, 1)
        plugin357_box.setMaximumHeight(260)

        def _toggle_plugins357(checked):
            plugin357_select_all_btn.setText("☑" if checked else "☐")
            for cb in self._p2_plugin_checks.values():
                cb.setChecked(checked)
        plugin357_select_all_btn.toggled.connect(_toggle_plugins357)

        left_col.addWidget(plugin357_box, 1)
        lists_row.addLayout(left_col, 1)

        # Right column: header row + group box
        right_col = QVBoxLayout()
        right_col.setSpacing(3)

        patterns_hdr = QHBoxLayout()
        patterns_title_lbl = QLabel("Code 355/655 — Script Patterns")
        patterns_title_lbl.setStyleSheet("color:#4ec9b0;font-size:13px;font-weight:bold;")
        patterns_hdr.addWidget(patterns_title_lbl)
        patterns_hdr.addStretch()
        patterns_select_all_btn = QPushButton("☑")
        patterns_select_all_btn.setCheckable(True)
        patterns_select_all_btn.setFixedSize(28, 28)
        patterns_select_all_btn.setStyleSheet(_icon_btn_style)
        patterns_select_all_btn.setToolTip("Select / Deselect All")
        patterns_hdr.addWidget(patterns_select_all_btn)
        right_col.addLayout(patterns_hdr)

        patterns_box = QWidget()
        patterns_box.setObjectName("cbbox")
        patterns_box.setStyleSheet(self._checkbox_box_style())
        patterns_inner_layout = QVBoxLayout(patterns_box)
        patterns_inner_layout.setContentsMargins(8, 8, 10, 6)
        patterns_inner_layout.setSpacing(3)

        patterns_container = QWidget()
        patterns_vbox = QVBoxLayout(patterns_container)
        patterns_vbox.setContentsMargins(4, 2, 4, 2)
        patterns_vbox.setSpacing(2)
        self._p2_pattern_checks: dict = {}
        try:
            from modules.rpgmakermvmz import PATTERNS_355655 as _PAT
            for key in sorted(_PAT.keys(), key=str.casefold):
                cb = QCheckBox(key)
                cb.setStyleSheet("color:#cccccc;font-size:13px;")
                cb.stateChanged.connect(self._schedule_p2_config_apply)
                patterns_vbox.addWidget(cb)
                self._p2_pattern_checks[key] = cb
        except Exception:
            pass
        patterns_vbox.addStretch()

        patterns_scroll = QScrollArea()
        patterns_scroll.setWidgetResizable(True)
        patterns_scroll.setWidget(patterns_container)
        patterns_scroll.setHorizontalScrollBarPolicy(Qt.ScrollBarAlwaysOff)
        patterns_scroll.setStyleSheet("QScrollArea{border:none;}")
        patterns_inner_layout.addWidget(patterns_scroll, 1)
        patterns_box.setMaximumHeight(260)

        def _toggle_patterns(checked):
            patterns_select_all_btn.setText("☑" if checked else "☐")
            for cb in self._p2_pattern_checks.values():
                cb.setChecked(checked)
        patterns_select_all_btn.toggled.connect(_toggle_patterns)

        right_col.addWidget(patterns_box, 1)
        lists_row.addLayout(right_col, 1)

        layout.addLayout(lists_row)

        # ── Bottom row: Run ────────────────────────────────────────────────
        bottom_row = QHBoxLayout()
        bottom_row.setSpacing(10)
        _P2_BTN_WIDTH = 200
        _P2_BTN_HEIGHT = 36
        self._run_p2_btn = _make_btn("►  Run Phase 2", "#7a4a00")
        self._run_p2_btn.setFixedSize(_P2_BTN_WIDTH, _P2_BTN_HEIGHT)
        self._run_p2_btn.setToolTip(
            "Applies Phase 2 code settings and starts translation with event files pre-selected."
        )
        self._run_p2_btn.clicked.connect(lambda: self._run_phase(2))
        bottom_row.addWidget(self._run_p2_btn)

        self._p2_status_lbl = QLabel("")
        self._p2_status_lbl.setStyleSheet("color:#d4aa68;font-size:13px;padding-left:4px;")
        bottom_row.addWidget(self._p2_status_lbl)
        bottom_row.addStretch()
        layout.addLayout(bottom_row)

        self._p2_auto_apply_timer = QTimer(self)
        self._p2_auto_apply_timer.setSingleShot(True)
        self._p2_auto_apply_timer.timeout.connect(self._apply_p2_config)

        # Pre-populate all Phase 2 checkboxes from current module state
        self._populate_p2_checkboxes()

    # ── Step 5: plugins.js / Ace scripts Translation ───────────────────────

    def _build_step6_plugins_js(self, layout: QVBoxLayout):
        self._step6_section_label = _make_section_label("Step 6 — Translate plugins.js")
        layout.addWidget(self._step6_section_label)

        self._step6_hint = QLabel(
            "Translate the visible Japanese strings in js/plugins.js without breaking "
            "game logic. First copy vocab.txt into the game folder so the AI can use it "
            "as a glossary, then copy the prompt and paste it into Copilot or Cursor with "
            "plugins.js, vocab.txt, and optionally System.json attached."
        )
        self._step6_hint.setWordWrap(True)
        self._step6_hint.setStyleSheet("color:#9d9d9d;font-size:13px;padding-bottom:6px;")
        layout.addWidget(self._step6_hint)

        _BTN_WIDTH = 240

        vocab_btn = _make_btn("📄  Copy vocab.txt → Game Folder", "#555")
        vocab_btn.setFixedWidth(_BTN_WIDTH)
        vocab_btn.setToolTip(
            "Copy vocab.txt to <game root>/vocab.txt so you can attach it "
            "alongside plugins.js when running the AI prompt."
        )
        vocab_btn.clicked.connect(self._copy_vocab_to_game)

        self._step6_copy_btn = _make_btn("📋  Copy Prompt for Copilot", "#555")
        self._step6_copy_btn.setFixedWidth(_BTN_WIDTH)
        self._step6_copy_btn.setToolTip(
            "Copy a prompt that instructs Copilot/Cursor to translate only "
            "visible player-facing strings in plugins.js, using vocab.txt as a glossary."
        )
        self._step6_copy_btn.clicked.connect(self._copy_plugins_js_translate_prompt)

        btn_row = QHBoxLayout()
        btn_row.setSpacing(8)
        btn_row.addWidget(vocab_btn)
        btn_row.addWidget(self._step6_copy_btn)
        btn_row.addStretch()
        layout.addLayout(btn_row)

    # ── Step 6: Export ──────────────────────────────────────────────────────

    def _build_step7_export(self, layout: QVBoxLayout):
        layout.addWidget(_make_section_label("Step 7 — Export to Game"))
        hint = QLabel(
            "Copy translated files back into the game's data folder to patch the game in-place."
        )
        hint.setWordWrap(True)
        hint.setStyleSheet("color:#9d9d9d;font-size:13px;padding-bottom:4px;")
        layout.addWidget(hint)

        _EXP_W = 260
        row = QHBoxLayout()
        row.setSpacing(8)
        export_active_btn = _make_btn("📤  Export Active Files", "#3a7a3a")
        export_active_btn.setFixedWidth(_EXP_W)
        export_active_btn.setToolTip(
            "Only export files whose names match those currently in files/\n"
            "(i.e. the files you imported for this project)"
        )
        export_active_btn.clicked.connect(self._export_active_files)
        row.addWidget(export_active_btn)

        export_all_btn = _make_btn("📤  Export ALL translated/", "#555")
        export_all_btn.setFixedWidth(_EXP_W)
        export_all_btn.setToolTip("Export every file in translated/ regardless of what is in files/")
        export_all_btn.clicked.connect(self._export_to_game)
        row.addWidget(export_all_btn)
        row.addStretch()
        layout.addLayout(row)

    # ── Step 8: Playtest (TL Inspector) ─────────────────────────────────────

    def _build_step8_playtest(self, layout: QVBoxLayout):
        self._step8_section_label = _make_section_label("Step 8 — Playtest Tools")
        layout.addWidget(self._step8_section_label)

        self._step8_main_hint = QLabel(
            "Install playtest plugins into your RPG Maker game. "
            "<b>TL Inspector</b> and <b>Forge</b> work on MV and MZ. "
            "Use <b>Install Both</b> to add both plugins at once."
        )
        self._step8_main_hint.setWordWrap(True)
        self._step8_main_hint.setTextFormat(Qt.RichText)
        self._step8_main_hint.setStyleSheet("color:#9d9d9d;font-size:13px;padding-bottom:4px;")
        layout.addWidget(self._step8_main_hint)

        settings_box = QWidget()
        settings_box.setObjectName("tbox")
        settings_box.setStyleSheet(self._task_box_style())
        settings_inner = QVBoxLayout(settings_box)
        settings_inner.setContentsMargins(12, 10, 12, 10)
        settings_inner.setSpacing(8)

        _PT_LABEL_W = 118
        _PT_FIELD_W = 96
        _PT_BTN_W = 96
        _PT_LBL_STYLE = "color:#9d9d9d;font-size:12px;"
        _PT_SECTION_STYLE = "color:#4ec9b0;font-size:12px;font-weight:bold;"

        hotkey_title = QLabel("Hotkeys")
        hotkey_title.setStyleSheet(_PT_SECTION_STYLE)
        settings_inner.addWidget(hotkey_title)

        hotkey_row = QHBoxLayout()
        hotkey_row.setSpacing(8)

        insp_lbl = QLabel("Inspector toggle:")
        insp_lbl.setFixedWidth(_PT_LABEL_W)
        insp_lbl.setStyleSheet(_PT_LBL_STYLE)
        insp_lbl.setAlignment(Qt.AlignRight | Qt.AlignVCenter)
        hotkey_row.addWidget(insp_lbl)

        self._pt_hotkey_edit = QLineEdit("F9")
        self._pt_hotkey_edit.setFixedWidth(_PT_FIELD_W)
        self._pt_hotkey_edit.setPlaceholderText("F9")
        hotkey_row.addWidget(self._pt_hotkey_edit)

        hotkey_row.addSpacing(16)

        self._pt_forge_hotkey_lbl = QLabel("Forge toggle:")
        self._pt_forge_hotkey_lbl.setFixedWidth(_PT_LABEL_W)
        self._pt_forge_hotkey_lbl.setStyleSheet(_PT_LBL_STYLE)
        self._pt_forge_hotkey_lbl.setAlignment(Qt.AlignRight | Qt.AlignVCenter)
        hotkey_row.addWidget(self._pt_forge_hotkey_lbl)

        self._pt_forge_hotkey_edit = QLineEdit("F10")
        self._pt_forge_hotkey_edit.setFixedWidth(_PT_FIELD_W)
        self._pt_forge_hotkey_edit.setPlaceholderText("F10")
        hotkey_row.addWidget(self._pt_forge_hotkey_edit)

        hotkey_row.addStretch(1)
        settings_inner.addLayout(hotkey_row)

        scale_row = QHBoxLayout()
        scale_row.setSpacing(8)
        scale_lbl = QLabel("UI scale:")
        scale_lbl.setFixedWidth(_PT_LABEL_W)
        scale_lbl.setStyleSheet(_PT_LBL_STYLE)
        scale_lbl.setAlignment(Qt.AlignRight | Qt.AlignVCenter)
        scale_row.addWidget(scale_lbl)

        self._pt_ui_scale_combo = QComboBox()
        self._pt_ui_scale_combo.setToolTip(
            "In-game overlay size. Auto scales from window size and display DPI."
        )
        for label, value in (
            ("Auto (match game width)", "auto"),
            ("100%", "1"),
            ("125%", "1.25"),
            ("150%", "1.5"),
            ("175%", "1.75"),
            ("200%", "2"),
            ("225%", "2.25"),
            ("250%", "2.5"),
        ):
            self._pt_ui_scale_combo.addItem(label, value)
        scale_row.addWidget(self._pt_ui_scale_combo, 1)
        settings_inner.addLayout(scale_row)

        editor_title = QLabel("Editor settings")
        editor_title.setStyleSheet(_PT_SECTION_STYLE + "padding-top:2px;")
        settings_inner.addWidget(editor_title)

        editor_grid = QGridLayout()
        editor_grid.setHorizontalSpacing(8)
        editor_grid.setVerticalSpacing(6)
        editor_grid.setColumnMinimumWidth(0, _PT_LABEL_W)
        editor_grid.setColumnStretch(1, 1)

        editor_lbl = QLabel("Editor:")
        editor_lbl.setStyleSheet(_PT_LBL_STYLE)
        editor_lbl.setAlignment(Qt.AlignRight | Qt.AlignVCenter)
        editor_grid.addWidget(editor_lbl, 0, 0)

        self._tli_editor_combo = QComboBox()
        self._tli_editor_combo.currentIndexChanged.connect(self._on_tli_editor_combo_changed)
        editor_grid.addWidget(self._tli_editor_combo, 0, 1)

        detect_btn = _make_btn("Detect", "#4a4a4a")
        detect_btn.setFixedWidth(_PT_BTN_W)
        detect_btn.setToolTip("Scan this PC for VS Code, Insiders, or Cursor")
        detect_btn.clicked.connect(self._detect_tli_editors)
        editor_grid.addWidget(detect_btn, 0, 2)

        custom_lbl = QLabel("Custom path:")
        custom_lbl.setStyleSheet(_PT_LBL_STYLE)
        custom_lbl.setAlignment(Qt.AlignRight | Qt.AlignVCenter)
        editor_grid.addWidget(custom_lbl, 1, 0)

        self._tli_editor_custom = QLineEdit()
        self._tli_editor_custom.setPlaceholderText("Editor executable when Custom is selected")
        self._tli_editor_custom.setEnabled(False)
        editor_grid.addWidget(self._tli_editor_custom, 1, 1)

        browse_editor_btn = _make_btn("Browse…", "#4a4a4a")
        browse_editor_btn.setFixedWidth(_PT_BTN_W)
        browse_editor_btn.clicked.connect(self._browse_tli_editor)
        editor_grid.addWidget(browse_editor_btn, 1, 2)

        self._tli_detect_label = QLabel("")
        self._tli_detect_label.setWordWrap(True)
        self._tli_detect_label.setStyleSheet("color:#6a6a6a;font-size:11px;")
        editor_grid.addWidget(self._tli_detect_label, 2, 1, 1, 2)

        settings_inner.addLayout(editor_grid)

        action_row = QHBoxLayout()
        action_row.setSpacing(8)
        save_pt_btn = _make_btn("✔  Save settings", "#3a5a7a")
        save_pt_btn.setFixedHeight(30)
        save_pt_btn.setToolTip("Write hotkeys and editor settings to .env (used on Install / Apply)")
        save_pt_btn.clicked.connect(self._save_playtest_settings)
        action_row.addWidget(save_pt_btn)

        apply_pt_btn = _make_btn("↻  Apply to game", "#3a5a7a")
        apply_pt_btn.setFixedHeight(30)
        apply_pt_btn.setToolTip("Update the installed playtest plugin(s) in your game folder")
        apply_pt_btn.clicked.connect(self._apply_playtest_settings)
        action_row.addWidget(apply_pt_btn)

        settings_inner.addLayout(action_row)
        layout.addWidget(settings_box)
        self._step8_settings_box = settings_box

        # ── Plugins (TL Inspector + Forge) ────────────────────────────────────
        plugins_box = QWidget()
        plugins_box.setObjectName("tbox")
        plugins_box.setStyleSheet(self._task_box_style())
        plugins_inner = QVBoxLayout(plugins_box)
        plugins_inner.setContentsMargins(12, 10, 12, 10)
        plugins_inner.setSpacing(8)

        _PT_SECTION_STYLE = "color:#4ec9b0;font-size:12px;font-weight:bold;"

        tli_title = QLabel("TL Inspector")
        tli_title.setStyleSheet(_PT_SECTION_STYLE)
        plugins_inner.addWidget(tli_title)

        self._tli_status_label = QLabel("Status: (detect a project folder first)")
        self._tli_status_label.setWordWrap(True)
        self._tli_status_label.setStyleSheet("color:#7a7a7a;font-size:13px;")
        plugins_inner.addWidget(self._tli_status_label)

        tli_btn_row = QHBoxLayout()
        tli_btn_row.setSpacing(8)
        self._tli_install_btn = _make_btn("⬇  Install TL Inspector", "#3a7a3a")
        self._tli_install_btn.setMinimumHeight(30)
        self._tli_install_btn.clicked.connect(self._install_tl_inspector)
        tli_btn_row.addWidget(self._tli_install_btn, 1)

        self._tli_uninstall_btn = _make_btn("⬆  Uninstall TL Inspector", "#7a3a3a")
        self._tli_uninstall_btn.setMinimumHeight(30)
        self._tli_uninstall_btn.clicked.connect(self._uninstall_tl_inspector)
        tli_btn_row.addWidget(self._tli_uninstall_btn, 1)
        plugins_inner.addLayout(tli_btn_row)

        self._step8_forge_section = QWidget()
        forge_section_layout = QVBoxLayout(self._step8_forge_section)
        forge_section_layout.setContentsMargins(0, 4, 0, 0)
        forge_section_layout.setSpacing(8)

        forge_title = QLabel("Forge (MV / MZ)")
        forge_title.setStyleSheet(_PT_SECTION_STYLE)
        forge_section_layout.addWidget(forge_title)

        self._forge_status_label = QLabel("Status: (MV or MZ project required)")
        self._forge_status_label.setWordWrap(True)
        self._forge_status_label.setStyleSheet("color:#7a7a7a;font-size:13px;")
        forge_section_layout.addWidget(self._forge_status_label)

        forge_btn_row = QHBoxLayout()
        forge_btn_row.setSpacing(8)
        self._forge_install_btn = _make_btn("⬇  Install Forge", "#3a7a3a")
        self._forge_install_btn.setMinimumHeight(30)
        self._forge_install_btn.clicked.connect(self._install_forge)
        forge_btn_row.addWidget(self._forge_install_btn, 1)

        self._forge_uninstall_btn = _make_btn("⬆  Uninstall Forge", "#7a3a3a")
        self._forge_uninstall_btn.setMinimumHeight(30)
        self._forge_uninstall_btn.clicked.connect(self._uninstall_forge)
        forge_btn_row.addWidget(self._forge_uninstall_btn, 1)
        forge_section_layout.addLayout(forge_btn_row)

        plugins_inner.addWidget(self._step8_forge_section)

        self._step8_tli_credits = QLabel("Idea by Sakura · Plugin by Kao_SSS")
        self._step8_tli_credits.setStyleSheet("color:#6a6a6a;font-size:11px;font-style:italic;padding-top:2px;")
        plugins_inner.addWidget(self._step8_tli_credits)

        self._step8_forge_credits = QLabel(
            'Forge by <a href="https://gitgud.io/zero64801/forge-mvmz" style="color:#7a9abf">len</a>'
        )
        self._step8_forge_credits.setStyleSheet("color:#6a6a6a;font-size:11px;font-style:italic;")
        self._step8_forge_credits.setTextFormat(Qt.RichText)
        self._step8_forge_credits.setOpenExternalLinks(True)
        plugins_inner.addWidget(self._step8_forge_credits)

        self._install_both_btn = _make_btn("⬇  Install Both", "#3a5a7a")
        self._install_both_btn.setMinimumHeight(30)
        self._install_both_btn.setToolTip(
            "Install TL Inspector and Forge as separate plugins (MV/MZ)"
        )
        self._install_both_btn.clicked.connect(self._install_both_playtest)
        plugins_inner.addWidget(self._install_both_btn)

        layout.addWidget(plugins_box)
        self._step8_playtest_box = plugins_box
        self._step8_forge_box = self._step8_forge_section

        self._populate_tli_editor_combo()
        self._load_playtest_settings()

    def _populate_tli_editor_combo(self, select: str | None = None):
        """Fill editor dropdown with auto-detect, found editors, and custom."""
        from util.tl_inspector.config import detect_editors

        combo = self._tli_editor_combo
        combo.blockSignals(True)
        combo.clear()
        combo.addItem("Auto-detect (recommended)", "auto")
        for label, path in detect_editors():
            combo.addItem(f"{label} — {path}", str(path))
        combo.addItem("Custom path…", "__custom__")

        want = select
        if want is None:
            try:
                from util.tl_inspector.config import load_config
                want = load_config().get("editorCmd", "auto")
            except Exception:
                want = "auto"

        idx = combo.findData(want) if want else 0
        if idx >= 0:
            combo.setCurrentIndex(idx)
        elif want and want != "auto":
            custom_idx = combo.findData("__custom__")
            combo.setCurrentIndex(custom_idx if custom_idx >= 0 else 0)
            self._tli_editor_custom.setText(want)
        else:
            combo.setCurrentIndex(0)
        combo.blockSignals(False)
        self._on_tli_editor_combo_changed()
        self._update_tli_detect_label()

    def _update_tli_detect_label(self):
        from util.tl_inspector.config import detect_editors, detect_primary_editor

        found = detect_editors()
        primary = detect_primary_editor()
        if primary:
            extra = f" ({len(found)} found)" if len(found) > 1 else ""
            self._tli_detect_label.setText(f"Detected on this PC: {primary}{extra}")
        else:
            self._tli_detect_label.setText(
                "No VS Code / Cursor found — install one or choose Custom path."
            )

    def _load_playtest_settings(self):
        """Load playtest hotkeys and editor settings from .env into Step 8 controls."""
        try:
            from util.playtest.config import load_config
            cfg = load_config()
        except Exception:
            cfg = {
                "hotkey": "F9",
                "forgeHotkey": "F10",
                "uiScale": "auto",
                "editorCmd": "auto",
            }

        self._pt_hotkey_edit.setText(cfg.get("hotkey", "F9"))
        self._pt_forge_hotkey_edit.setText(cfg.get("forgeHotkey", "F10"))
        want_scale = str(cfg.get("uiScale", "auto"))
        scale_idx = self._pt_ui_scale_combo.findData(want_scale)
        if scale_idx >= 0:
            self._pt_ui_scale_combo.setCurrentIndex(scale_idx)
        else:
            custom_idx = self._pt_ui_scale_combo.findData("auto")
            self._pt_ui_scale_combo.setCurrentIndex(custom_idx if custom_idx >= 0 else 0)
        self._populate_tli_editor_combo(select=cfg.get("editorCmd", "auto"))

    def _resolve_playtest_config(self) -> dict:
        """Build playtest config dict from Step 8 controls."""
        mode = self._tli_editor_combo.currentData()
        if mode == "__custom__":
            editor = self._tli_editor_custom.text().strip() or "auto"
        elif mode:
            editor = str(mode)
        else:
            editor = "auto"

        return {
            "hotkey": self._pt_hotkey_edit.text().strip() or "F9",
            "forgeHotkey": self._pt_forge_hotkey_edit.text().strip() or "F10",
            "uiScale": str(self._pt_ui_scale_combo.currentData() or "auto"),
            "editorCmd": editor,
            "workspaceFolder": "auto",
        }

    def _save_playtest_settings(self):
        cfg = self._resolve_playtest_config()
        try:
            from util.playtest.config import save_config
            save_config(cfg)
            self._log(
                "✅ Playtest settings saved — "
                f"inspector={cfg['hotkey']}, forge={cfg['forgeHotkey']}, "
                f"scale={cfg['uiScale']}, editor={cfg['editorCmd']}"
            )
        except Exception as exc:
            self._log(f"❌ Could not save playtest settings: {exc}")

    def _apply_playtest_settings(self):
        game_root = self.folder_edit.text().strip()
        if not game_root:
            self._log("⚠  No game folder set. Complete Step 0 first.")
            return
        cfg = self._resolve_playtest_config()
        try:
            from util.forge.installer import detect_engine
            from util.playtest.config import save_config

            save_config(cfg)
            info = detect_engine(Path(game_root))
            msgs: list[str] = []
            if info is not None:
                from util.forge.installer import apply_config as apply_forge
                from util.forge.installer import status as forge_status
                if forge_status(Path(game_root)).get("plugin_file"):
                    ok, msg = apply_forge(Path(game_root), cfg)
                    msgs.append(("✅ " if ok else "❌ ") + msg)
            from util.tl_inspector.installer import apply_config as apply_tli
            from util.tl_inspector.installer import status as tli_status
            if tli_status(Path(game_root)).get("plugin_file"):
                ok, msg = apply_tli(Path(game_root), cfg)
                msgs.append(("✅ " if ok else "❌ ") + msg)
            if not msgs:
                self._log("⚠  No playtest plugins installed in this game folder.")
                return
            for line in msgs:
                self._log(line)
        except Exception as exc:
            self._log(f"❌ Could not apply playtest settings: {exc}")
            return
        self._refresh_playtest_status()

    def _refresh_playtest_status(self):
        """Update Step 8 status labels for the current engine."""
        if getattr(self, "_step8_playtest_box", None) is not None:
            self._refresh_tl_inspector_status()
        self._refresh_forge_status()

    def _on_tli_editor_combo_changed(self, _index: int | None = None):
        custom = self._tli_editor_combo.currentData() == "__custom__"
        self._tli_editor_custom.setEnabled(custom)

    def _detect_tli_editors(self):
        try:
            from util.tl_inspector.config import load_config
            current = load_config().get("editorCmd", "auto")
        except Exception:
            current = "auto"
        self._populate_tli_editor_combo(select=current)
        self._log("🔍 Scanned for VS Code / Cursor installations.")

    def _browse_tli_editor(self):
        start = self._tli_editor_custom.text() or self._setting("last_tli_editor", "")
        path, _ = QFileDialog.getOpenFileName(
            self,
            "Select Editor Executable",
            start,
            "Executables (*.exe);;All Files (*)",
        )
        if not path:
            return
        self._save_setting("last_tli_editor", path)
        custom_idx = self._tli_editor_combo.findData("__custom__")
        if custom_idx >= 0:
            self._tli_editor_combo.setCurrentIndex(custom_idx)
        self._tli_editor_custom.setText(path)

    def _save_tli_editor_settings(self):
        self._save_playtest_settings()

    def _apply_tli_editor_settings(self):
        self._apply_playtest_settings()

    def _refresh_tl_inspector_status(self):
        """Update Step 8 TL Inspector status label from the current game folder."""
        label = getattr(self, "_tli_status_label", None)
        if label is None:
            return
        game_root = self.folder_edit.text().strip()
        if not game_root:
            label.setText("Status: no game folder set — complete Step 0 first.")
            label.setStyleSheet("color:#7a7a7a;font-size:13px;")
            return
        try:
            from util.tl_inspector.installer import status
            st = status(Path(game_root))
        except Exception as exc:
            label.setText(f"Status: error — {exc}")
            label.setStyleSheet("color:#f48771;font-size:13px;")
            return

        if not st.get("ok"):
            label.setText(f"Status: {st.get('message', 'unsupported')}")
            label.setStyleSheet("color:#e9a12a;font-size:13px;")
            return

        engine = st.get("engine", "?")
        msg = st.get("message", "")
        parts = [f"RPG Maker {engine}", msg]
        if st.get("declared") and st.get("plugin_file"):
            detail = "plugin declared in plugins.js and file present"
        elif st.get("declared"):
            detail = "declared in plugins.js (plugin file missing)"
        elif st.get("plugin_file"):
            detail = "plugin file present (not declared in plugins.js)"
        else:
            detail = "not installed"
        label.setText(f"Status: {' · '.join(parts)} — {detail}")
        color = "#6a9a6a" if st.get("declared") and st.get("plugin_file") else "#9d9d9d"
        label.setStyleSheet(f"color:{color};font-size:13px;")

    def _install_tl_inspector(self):
        game_root = self.folder_edit.text().strip()
        if not game_root:
            self._log("⚠  No game folder set. Complete Step 0 first.")
            return
        cfg = self._resolve_playtest_config()
        try:
            from util.playtest.config import save_config
            from util.tl_inspector.installer import install
            save_config(cfg)
            ok, msg = install(Path(game_root), cfg=cfg)
        except Exception as exc:
            self._log(f"❌ TL Inspector install failed: {exc}")
            return
        self._log(("✅ " if ok else "❌ ") + msg)
        self._refresh_playtest_status()

    def _uninstall_tl_inspector(self):
        game_root = self.folder_edit.text().strip()
        if not game_root:
            self._log("⚠  No game folder set. Complete Step 0 first.")
            return
        reply = QMessageBox.question(
            self,
            "Uninstall TL Inspector",
            "Remove TLInspector from plugins.js and delete the plugin file?",
            QMessageBox.Yes | QMessageBox.No,
            QMessageBox.No,
        )
        if reply != QMessageBox.Yes:
            return
        try:
            from util.tl_inspector.installer import uninstall
            ok, msg = uninstall(Path(game_root))
        except Exception as exc:
            self._log(f"❌ TL Inspector uninstall failed: {exc}")
            return
        self._log(("✅ " if ok else "❌ ") + msg)
        self._refresh_playtest_status()

    def _refresh_forge_status(self):
        """Update Step 8 Forge status label from the current game folder."""
        label = getattr(self, "_forge_status_label", None)
        if label is None:
            return
        game_root = self.folder_edit.text().strip()
        if not game_root:
            label.setText("Status: no game folder set — complete Step 0 first.")
            label.setStyleSheet("color:#7a7a7a;font-size:13px;")
            return
        try:
            from util.forge.installer import detect_engine, status
            if detect_engine(Path(game_root)) is None:
                label.setText("Status: not an MV/MZ project.")
                label.setStyleSheet("color:#e9a12a;font-size:13px;")
                return
            st = status(Path(game_root))
        except Exception as exc:
            label.setText(f"Status: error — {exc}")
            label.setStyleSheet("color:#f48771;font-size:13px;")
            return

        engine = st.get("engine", "?")
        msg = st.get("message", "")
        if st.get("declared") and st.get("plugin_file"):
            detail = "plugin declared in plugins.js and file present"
        elif st.get("declared"):
            detail = "declared in plugins.js (plugin file missing)"
        elif st.get("plugin_file"):
            detail = "plugin file present (not declared in plugins.js)"
        else:
            detail = "not installed"
        label.setText(f"Status: RPG Maker {engine} · {msg} — {detail}")
        color = "#6a9a6a" if st.get("declared") and st.get("plugin_file") else "#9d9d9d"
        label.setStyleSheet(f"color:{color};font-size:13px;")

    def _install_forge(self):
        game_root = self.folder_edit.text().strip()
        if not game_root:
            self._log("⚠  No game folder set. Complete Step 0 first.")
            return
        cfg = self._resolve_playtest_config()
        try:
            from util.playtest.config import save_config
            from util.forge.installer import install
            save_config(cfg)
            ok, msg = install(Path(game_root), cfg=cfg)
        except Exception as exc:
            self._log(f"❌ Forge install failed: {exc}")
            return
        self._log(("✅ " if ok else "❌ ") + msg)
        self._refresh_playtest_status()

    def _install_both_playtest(self):
        game_root = self.folder_edit.text().strip()
        if not game_root:
            self._log("⚠  No game folder set. Complete Step 0 first.")
            return
        try:
            from util.forge.installer import detect_engine
            if detect_engine(Path(game_root)) is None:
                self._log("⚠  Install Both requires an MV or MZ project.")
                return
        except Exception as exc:
            self._log(f"❌ Could not detect engine: {exc}")
            return

        cfg = self._resolve_playtest_config()
        try:
            from util.playtest.config import save_config
            from util.tl_inspector.installer import install as install_tli
            from util.forge.installer import install as install_forge

            save_config(cfg)
            ok_tli, msg_tli = install_tli(Path(game_root), cfg=cfg)
            self._log(("✅ " if ok_tli else "❌ ") + msg_tli)
            if not ok_tli:
                return
            ok_forge, msg_forge = install_forge(Path(game_root), cfg=cfg)
            self._log(("✅ " if ok_forge else "❌ ") + msg_forge)
        except Exception as exc:
            self._log(f"❌ Install Both failed: {exc}")
            return
        self._refresh_playtest_status()

    def _uninstall_forge(self):
        game_root = self.folder_edit.text().strip()
        if not game_root:
            self._log("⚠  No game folder set. Complete Step 0 first.")
            return
        reply = QMessageBox.question(
            self,
            "Uninstall Forge",
            "Remove Forge from plugins.js and delete the plugin file?",
            QMessageBox.Yes | QMessageBox.No,
            QMessageBox.No,
        )
        if reply != QMessageBox.Yes:
            return
        try:
            from util.forge.installer import uninstall
            ok, msg = uninstall(Path(game_root))
        except Exception as exc:
            self._log(f"❌ Forge uninstall failed: {exc}")
            return
        self._log(("✅ " if ok else "❌ ") + msg)
        self._refresh_playtest_status()

    # ─────────────────────────────────────────────────────────────────────────
    # Step 0 – Project Folder logic
    # ─────────────────────────────────────────────────────────────────────────

    def _browse_folder(self):
        start = self.folder_edit.text() or self._setting("last_game_folder", "")
        folder = QFileDialog.getExistingDirectory(self, "Select Game Root Folder", start)
        if folder:
            self.folder_edit.setText(folder)
            self._save_setting("last_game_folder", folder)
            self._detected_on_show = True  # new folder chosen — treat as already-shown
            self._ask_clear_old_files()
            self._detect_folder()

    def _ask_clear_old_files(self):
        """Prompt the user to clear /files and /translated to avoid stale data conflicts."""
        import shutil

        msg = QMessageBox(self)
        msg.setWindowTitle("Clear Previous Translation Data?")
        msg.setText(
            "Do you want to clear the <b>files/</b> and <b>translated/</b> folders?\n\n"
            "This is recommended when switching to a new game project to avoid "
            "old translations conflicting with the new one."
        )
        msg.setIcon(QMessageBox.Question)
        msg.setStandardButtons(QMessageBox.Yes | QMessageBox.No)
        msg.setDefaultButton(QMessageBox.Yes)
        result = msg.exec_()

        if result != QMessageBox.Yes:
            return

        base = Path(__file__).resolve().parent.parent
        cleared = []
        errors = []
        for folder_name in ("files", "translated"):
            target = base / folder_name
            if target.is_dir():
                for child in target.iterdir():
                    if child.name == ".gitkeep":
                        continue
                    try:
                        if child.is_dir():
                            shutil.rmtree(child)
                        else:
                            child.unlink()
                        cleared.append(child.name)
                    except Exception as exc:  # noqa: BLE001
                        errors.append(f"{child.name}: {exc}")

        if cleared:
            self._log(f"🗑  Cleared {len(cleared)} item(s) from files/ and translated/.")
        else:
            self._log("ℹ  files/ and translated/ were already empty.")
        for err in errors:
            self._log(f"⚠  Could not remove {err}")

    def _update_step6_for_engine(self, is_ace: bool) -> None:
        """Adapt the Step 6 tab label and content for MV/MZ (plugins.js) vs Ace (.rb scripts)."""
        # Step 1 prettier section — only relevant for MV/MZ
        for attr in ("_pp_dazedformat_title", "_pp_dazedformat_box",
                     "_pp_plugins_js_title", "_pp_plugins_js_box"):
            w = getattr(self, attr, None)
            if w is not None:
                w.setVisible(not is_ace)
        # Tab label
        self._step_tabs.setTabText(6, "6  Scripts" if is_ace else "6  Plugins.js")
        # Step 6 section header
        lbl = getattr(self, "_step6_section_label", None)
        if lbl is not None:
            lbl.setText("Step 6 — Translate Ace Scripts (.rb)" if is_ace
                        else "Step 6 — Translate plugins.js")
        # Hint text
        hint = getattr(self, "_step6_hint", None)
        if hint is not None:
            if is_ace:
                hint.setText(
                    "Translate visible Japanese strings in the Ace script files "
                    "(ace_json/scripts/*.rb) without breaking game logic. "
                    "Attach the .rb files and vocab.txt to Copilot or Cursor, "
                    "then paste the copied prompt."
                )
            else:
                hint.setText(
                    "Translate the visible Japanese strings in js/plugins.js without breaking "
                    "game logic. First copy vocab.txt into the game folder so the AI can use it "
                    "as a glossary, then copy the prompt and paste it into Copilot or Cursor with "
                    "plugins.js, vocab.txt, and optionally System.json attached."
                )
        # Prompt button tooltip
        btn = getattr(self, "_step6_copy_btn", None)
        if btn is not None:
            if is_ace:
                btn.setToolTip(
                    "Copy a prompt that instructs Copilot/Cursor to translate only "
                    "visible player-facing strings in the Ace .rb script files."
                )
            else:
                btn.setToolTip(
                    "Copy a prompt that instructs Copilot/Cursor to translate only "
                    "visible player-facing strings in plugins.js, using vocab.txt as a glossary."
                )
        # Step 8 — TL Inspector (MV/MZ only; hidden for Ace)
        if hasattr(self, "_step_tabs") and self._step_tabs.count() > 8:
            show_playtest = not is_ace
            if hasattr(self._step_tabs, "setTabVisible"):
                self._step_tabs.setTabVisible(8, show_playtest)
            else:
                self._step_tabs.setTabEnabled(8, show_playtest)
            if is_ace and self._step_tabs.currentIndex() == 8:
                self._step_tabs.setCurrentIndex(7)
        box = getattr(self, "_step8_playtest_box", None)
        install_both_btn = getattr(self, "_install_both_btn", None)
        if box is not None:
            box.setVisible(not is_ace)
            box.setEnabled(not is_ace)
        if install_both_btn is not None:
            install_both_btn.setVisible(not is_ace)
        if not is_ace:
            self._refresh_playtest_status()

    def _detect_folder(self):
        folder = self.folder_edit.text().strip()
        if not folder:
            self._log("⚠  No folder path entered.")
            return

        self._save_setting("last_game_folder", folder)
        self.detected_label.setText("Scanning…")
        self.detected_label.setStyleSheet(
            "color:#9d9d9d;font-size:13px;padding:4px 8px;"
            "background-color:#252526;border:1px solid #3c3c3c;"
            "border-radius:4px;margin:4px 0;"
        )
        self.file_list.clear()
        self._set_import_buttons_enabled(False)
        self._last_import_signature = None
        self._pending_import_signature = None

        # Reset ACE state from any previous detection
        self._ace_encrypted = False
        self._ace_json_dir = ""
        self._ace_rvdata_dir = ""
        self._update_step6_for_engine(False)

        root_path = Path(folder)

        # ── RPGMaker Ace encrypted: Game.rgss* present (no Data/ yet) ────────
        # Must be checked BEFORE find_data_folder, which returns UNKNOWN for
        # encrypted games (no rvdata2 files exist until the archive is extracted).
        rgss_files = list(root_path.glob("Game.rgss*"))
        if rgss_files:
            self._ace_encrypted = True
            rgss_name = rgss_files[0].name
            self.detected_label.setText(
                f"⚠  RPGMaker Ace — Encrypted ({rgss_name}). Decrypt before importing."
            )
            self.detected_label.setStyleSheet(
                "color:#e9a12a;font-size:13px;padding:4px 8px;"
                "background-color:#2b2010;border:1px solid #5a4010;"
                "border-radius:4px;margin:4px 0;"
            )
            self._log(f"⚠  RPGMaker Ace (encrypted) detected — found: {rgss_name}")
            self._update_step6_for_engine(True)
            self._show_ace_decrypt_notice(folder, str(rgss_files[0]))
            return
        # ─────────────────────────────────────────────────────────────────────

        try:
            from util.project_scanner import find_data_folder
            data_path, engine = find_data_folder(folder)
        except Exception as exc:
            self.detected_label.setText(f"Error: {exc}")
            self.detected_label.setStyleSheet(
                "color:#f48771;font-size:13px;padding:4px 8px;"
                "background-color:#2b1a1a;border:1px solid #5a2a2a;"
                "border-radius:4px;margin:4px 0;"
            )
            return

        if data_path is None:
            self.detected_label.setText(
                "⚠  No recognised data folder found. "
                "Make sure this is a valid RPGMaker game directory."
            )
            self.detected_label.setStyleSheet(
                "color:#e9a12a;font-size:13px;padding:4px 8px;"
                "background-color:#2b2010;border:1px solid #5a4010;"
                "border-radius:4px;margin:4px 0;"
            )
            return

        self._data_path = str(data_path)
        self._engine = engine

        # ── RPGMaker Ace decrypted: rvdata2 present, no rgss archive ─────────
        if engine == "ACE":
            self._ace_encrypted = False
            self._ace_rvdata_dir = str(data_path)
            self._engine = "MVMZ"  # scan JSON files like MVMZ
            self._update_step6_for_engine(True)
            self._log("RPGMaker Ace (decrypted) detected.")
            self._log(f"  rvdata2 dir : {data_path}")

            ace_json = root_path / "ace_json"
            if ace_json.is_dir() and any(ace_json.glob("*.json")):
                self._ace_json_dir = str(ace_json)
                self._data_path = str(ace_json)
                self._log(f"  ace_json dir: {ace_json} (existing — skipping RV2JSON -c)")
                self.detected_label.setText(
                    f"Engine: Ace (via RV2JSON)   ·   ace_json: {ace_json}"
                )
                self.detected_label.setStyleSheet(
                    "color:#6a9a6a;font-size:13px;padding:4px 8px;"
                    "background-color:#1f2b1f;border:1px solid #2a4a2a;"
                    "border-radius:4px;margin:4px 0;"
                )
                worker = _ScanWorker(self._data_path, "MVMZ")
                worker.done.connect(self._on_scan_done)
                worker.error.connect(lambda e: self._log(f"❌ Scan error: {e}"))
                self._worker = worker
                worker.start()
            else:
                self._ace_json_dir = str(ace_json)
                self._data_path = str(ace_json)
                self.detected_label.setText(
                    "RPGMaker Ace (decrypted)  ·  Creating JSON files with RV2JSON…"
                )
                self.detected_label.setStyleSheet(
                    "color:#9d9d9d;font-size:13px;padding:4px 8px;"
                    "background-color:#252526;border:1px solid #3c3c3c;"
                    "border-radius:4px;margin:4px 0;"
                )
                self._run_rv2json_create()
            return  # scan continues above or in _on_rv2json_create_done
        # ─────────────────────────────────────────────────────────────────────

        self.detected_label.setText(
            f"Engine: {engine}   ·   Data folder: {data_path}"
        )
        self.detected_label.setStyleSheet(
            "color:#6a9a6a;font-size:13px;padding:4px 8px;"
            "background-color:#1f2b1f;border:1px solid #2a4a2a;"
            "border-radius:4px;margin:4px 0;"
        )
        self._log(f"Detected data folder: {data_path}  (engine: {engine})")
        self._update_step6_for_engine(False)

        worker = _ScanWorker(self._data_path, self._engine)
        worker.done.connect(self._on_scan_done)
        worker.error.connect(lambda e: self._log(f"❌ Scan error: {e}"))
        self._worker = worker
        worker.start()

    def _on_scan_done(self, items: list):
        self._file_items = items
        self.file_list.clear()

        for item in items:
            cat = item["category"]
            icon = "📄" if cat == "core" else ("🗺" if cat == "map" else "❓")
            lw = QListWidgetItem(f"{icon}  {item['name']}  ({item['size_kb']:.1f} KB)")
            lw.setData(Qt.UserRole, item)
            lw.setFlags(lw.flags() | Qt.ItemIsEnabled | Qt.ItemIsSelectable | Qt.ItemIsUserCheckable)
            lw.setCheckState(Qt.Checked if item["default"] else Qt.Unchecked)
            if cat == "core":
                lw.setForeground(__import__("PyQt5.QtGui", fromlist=["QColor"]).QColor("#9cdcfe"))
            elif cat == "map":
                lw.setForeground(__import__("PyQt5.QtGui", fromlist=["QColor"]).QColor("#c5c5c0"))
            self.file_list.addItem(lw)

        self._set_import_buttons_enabled(len(items) > 0)
        self._log(f"Found {len(items)} importable file(s).")
        self._populate_preprocess_paths()
        if items:
            self._log("Choose files to import, then click 📥 to copy them into files/.")

    def _select_all_files(self):
        count = self.file_list.count()
        if not count:
            return
        self._syncing_file_checks = True
        try:
            for i in range(count):
                self.file_list.item(i).setCheckState(Qt.Checked)
        finally:
            self._syncing_file_checks = False
        self._log(f"✔  Selected all {count} file(s).")

    def _deselect_all_files(self):
        count = self.file_list.count()
        if not count:
            return
        self._syncing_file_checks = True
        try:
            for i in range(count):
                self.file_list.item(i).setCheckState(Qt.Unchecked)
        finally:
            self._syncing_file_checks = False
        self._log(f"✔  Deselected all {count} file(s).")

    def _select_core_only(self):
        core = other = 0
        self._syncing_file_checks = True
        try:
            for i in range(self.file_list.count()):
                item = self.file_list.item(i)
                data = item.data(Qt.UserRole)
                is_core = bool(data and data.get("category") == "core")
                item.setCheckState(Qt.Checked if is_core else Qt.Unchecked)
                if is_core:
                    core += 1
                else:
                    other += 1
        finally:
            self._syncing_file_checks = False
        if self.file_list.count():
            self._log(f"✔  Selected {core} core file(s); deselected {other} other(s).")

    def _sync_selected_file_checks(self, changed_item: QListWidgetItem):
        """Apply a checkbox change to the current Ctrl/Shift-selected file rows."""
        if self._syncing_file_checks:
            return
        selected = self.file_list.selectedItems()
        if len(selected) <= 1 or changed_item not in selected:
            return

        self._syncing_file_checks = True
        try:
            new_state = changed_item.checkState()
            for item in selected:
                if item is not changed_item:
                    item.setCheckState(new_state)
        finally:
            self._syncing_file_checks = False

    def _selected_import_items(self) -> list[dict]:
        selected = []
        for i in range(self.file_list.count()):
            lw = self.file_list.item(i)
            if lw.checkState() == Qt.Checked:
                selected.append(lw.data(Qt.UserRole))
        return selected

    def _import_signature(self, selected: list[dict] | None = None) -> tuple[str, ...]:
        selected = selected if selected is not None else self._selected_import_items()
        return tuple(sorted(str(item.get("name", "")) for item in selected if item))

    def _auto_import_if_needed(self) -> None:
        selected = self._selected_import_items()
        signature = self._import_signature(selected)
        if not signature:
            return
        if signature in (self._last_import_signature, self._pending_import_signature):
            return
        self._log("Auto-importing checked project files into files/ before leaving Project.")
        self._import_files(confirm=False, selected=selected, signature=signature)

    def _import_files(
        self,
        confirm: bool = True,
        selected: list[dict] | None = None,
        signature: tuple[str, ...] | None = None,
    ):
        selected = selected if selected is not None else self._selected_import_items()
        if not selected:
            self._log("⚠  No files selected.")
            return

        signature = signature if signature is not None else self._import_signature(selected)
        if self._pending_import_signature == signature:
            self._log("ℹ  Import for the current selection is already running.")
            return

        if confirm and not self._confirm_import_overwrite(selected):
            self._log("ℹ  Import cancelled; files/ was left unchanged.")
            return

        self._set_import_buttons_enabled(False)
        self._pending_import_signature = signature
        worker = _ImportWorker(selected, "files")
        worker.log.connect(self._log)
        worker.done.connect(self._on_import_done)
        self._worker = worker
        worker.start()

    def _confirm_import_overwrite(self, selected: list[dict]) -> bool:
        files_dir = Path("files")
        existing = [
            item for item in files_dir.iterdir()
            if item.name != ".gitkeep"
        ] if files_dir.exists() else []
        if not existing:
            return True

        reply = QMessageBox.warning(
            self,
            "Import game files",
            "Importing selected game files will delete the existing contents of files/ "
            "before copying the new files.\n\n"
            f"Existing items: {len(existing)}\n"
            f"Selected files to import: {len(selected)}\n\n"
            "Continue and overwrite files/?",
            QMessageBox.Yes | QMessageBox.Cancel,
            QMessageBox.Cancel,
        )
        return reply == QMessageBox.Yes

    def _clear_translated(self):
        translated_dir = Path("translated")
        items_to_delete = [
            item for item in translated_dir.iterdir()
            if item.name != ".gitkeep"
        ] if translated_dir.exists() else []
        if not items_to_delete:
            self._log("ℹ  translated/ is already empty — nothing to clear.")
            return
        reply = QMessageBox.warning(
            self,
            "Clear translated/ folder",
            "This will permanently delete all files inside the translated/ folder.\n\nAre you sure?",
            QMessageBox.Yes | QMessageBox.Cancel,
            QMessageBox.Cancel,
        )
        if reply != QMessageBox.Yes:
            return
        deleted = 0
        errors = []
        for item in items_to_delete:
            try:
                if item.is_file():
                    item.unlink()
                    deleted += 1
                elif item.is_dir():
                    import shutil
                    shutil.rmtree(item)
                    deleted += 1
            except Exception as exc:
                errors.append(f"{item.name}: {exc}")
        if errors:
            self._log(f"⚠  {len(errors)} error(s) while clearing translated/:")
            for e in errors[:10]:
                self._log(f"   {e}")
        self._log(f"✅ Cleared {deleted} item(s) from translated/")

    def _on_import_done(self, count: int, errors: list):
        self._set_import_buttons_enabled(bool(self.file_list.count()))
        if errors:
            self._log(f"⚠  {len(errors)} error(s) during import:")
            for e in errors[:10]:
                self._log(f"   {e}")
        else:
            self._last_import_signature = self._pending_import_signature
        self._pending_import_signature = None
        self._log(f"✅ Imported {count} file(s) into files/")

    # ─────────────────────────────────────────────────────────────────────────
    # Step 1 – Vocab
    # ─────────────────────────────────────────────────────────────────────────

    _BASE_SEPARATOR = _SHARED_BASE_SEPARATOR

    def _copy_glossary_prompt(self):
        """Copy the glossary prompt to clipboard, injecting known speakers from vocab.txt."""
        speakers = self._read_vocab_speakers()
        if speakers:
            speaker_lines = "\n".join(f"  {orig} ({tl})" for orig, tl in speakers)
            known_block = (
                "<known_speakers>\n"
                "These character names were extracted from the game files by the Parse Speakers tool.\n"
                "For the '# Game Characters' section, output entries for ONLY these names.\n"
                "Skip any unnamed NPCs, generic enemies, or narration-only entries.\n"
                "\n"
                + speaker_lines
                + "\n</known_speakers>\n\n"
            )
            final_prompt = known_block + self._PROMPT_GLOSSARY
        else:
            final_prompt = self._PROMPT_GLOSSARY
        self._copy_to_clipboard(final_prompt, "Glossary prompt copied.")

    def _read_vocab_speakers(self) -> list[tuple[str, str]]:
        """Parse the '# Speakers' section from vocab.txt and return (orig, tl) pairs."""
        vocab_path = VOCAB_PATH
        if not vocab_path.exists():
            return []
        try:
            content = vocab_path.read_text(encoding="utf-8")
        except Exception:
            return []

        import re as _re
        # Find the # Speakers block (ends at next # header or EOF)
        m = _re.search(
            r"^[\t ]*#\s*Speakers\s*$\r?\n(.*?)(?=^[\t ]*#|\Z)",
            content,
            _re.MULTILINE | _re.DOTALL,
        )
        if not m:
            return []

        results = []
        for line in m.group(1).splitlines():
            line = line.strip()
            if not line:
                continue
            # Expected format: "日本語 (English)"
            pm = _re.match(r"^(.+?)\s+\((.+?)\)\s*$", line)
            if pm:
                results.append((pm.group(1), pm.group(2)))
        return results

    def _reload_vocab(self):
        try:
            self.vocab_editor.setPlainText(read_game_vocab())
        except Exception as exc:
            self._log(f"❌ Could not load vocab.txt: {exc}")

    def _save_vocab(self):
        try:
            write_game_vocab(self.vocab_editor.toPlainText())
            self._log("✅ vocab.txt saved (base terms from vocab_base.txt appended).")
        except Exception as exc:
            self._log(f"❌ Could not save vocab.txt: {exc}")

    # ─────────────────────────────────────────────────────────────────────────
    # Step 2 – Actor substitution
    # ─────────────────────────────────────────────────────────────────────────

    # ─────────────────────────────────────────────────────────────────────────
    # Step 3 – Speaker detection
    # ─────────────────────────────────────────────────────────────────────────

    def _copy_speaker_prompt(self):
        QApplication.clipboard().setText(self._SPEAKER_PROMPT)
        self._log("Speaker format prompt copied to clipboard.")

    def _copy_wrap_prompt(self):
        QApplication.clipboard().setText(self._WRAP_PROMPT)
        self._log("Text-wrap analysis prompt copied to clipboard.")

    def _apply_var_range(self):
        """Write CODE122_VAR_MIN / CODE122_VAR_MAX to the module file."""
        try:
            var_min = int(self._p2_var_min.text() or 0)
            var_max = int(self._p2_var_max.text() or 2000)
        except ValueError:
            self._log("❌ Var range: invalid numbers")
            return
        cfg = {"CODE122_VAR_MIN": var_min, "CODE122_VAR_MAX": var_max}
        try:
            from gui.config_integration import ConfigIntegration
            ConfigIntegration().update_rpgmaker_config(cfg)
            self._log(f"✅ Code 122 var range set: {var_min}–{var_max}")
            # Sync to the Settings tab if open
            try:
                if self.parent_window and hasattr(self.parent_window, "config_tab"):
                    ct = self.parent_window.config_tab
                    if hasattr(ct, "rpgmaker_tab") and ct.rpgmaker_tab:
                        rt = ct.rpgmaker_tab
                        if hasattr(rt, "code122_var_min_spin"):
                            rt.code122_var_min_spin.setText(str(var_min))
                        if hasattr(rt, "code122_var_max_spin"):
                            rt.code122_var_max_spin.setText(str(var_max))
            except Exception:
                pass
        except Exception as exc:
            self._log(f"❌ Could not apply var range: {exc}")

    def _populate_p2_checkboxes(self):
        """Read current module config and pre-tick Phase 2 checkboxes."""
        self._p2_loading_config = True
        try:
            from gui.config_integration import ConfigIntegration
            ci = ConfigIntegration()
            # Code toggle checkboxes
            cur = ci.read_current_config()
            if "CODE122_VAR_MIN" in cur:
                self._p2_var_min.setText(str(cur["CODE122_VAR_MIN"]))
            if "CODE122_VAR_MAX" in cur:
                self._p2_var_max.setText(str(cur["CODE122_VAR_MAX"]))
            for code_key, cb in getattr(self, "_p2_code_checks", {}).items():
                if code_key in cur:
                    cb.setChecked(cur[code_key])
            # Plugin / pattern checkboxes
            plugin_cfg = ci.read_plugin_config()
            enabled_357 = plugin_cfg.get("ENABLED_PLUGINS_357", set())
            enabled_355655 = plugin_cfg.get("ENABLED_PATTERNS_355655", set())
            for key, cb in getattr(self, "_p2_plugin_checks", {}).items():
                cb.setChecked(key in enabled_357)
            for key, cb in getattr(self, "_p2_pattern_checks", {}).items():
                cb.setChecked(key in enabled_355655)
        except Exception:
            pass
        finally:
            self._p2_loading_config = False

    def _schedule_p2_config_apply(self, *_args):
        """Debounce auto-saving Phase 2 settings while the user changes controls."""
        if self._p2_loading_config:
            return
        timer = getattr(self, "_p2_auto_apply_timer", None)
        if timer is not None:
            timer.start(300)
        else:
            self._apply_p2_config()

    def _apply_p2_config(self):
        """Write Phase 2 code and plugin settings when controls change."""
        try:
            var_min = int(self._p2_var_min.text() or 0)
            var_max = int(self._p2_var_max.text() or 2000)
        except ValueError:
            self._p2_status_lbl.setText("Invalid Code 122 range")
            self._log("❌ Phase 2 config not saved: invalid Code 122 range")
            return

        try:
            from gui.config_integration import ConfigIntegration
            ci = ConfigIntegration()

            code_cfg = {
                code_key: cb.isChecked()
                for code_key, cb in getattr(self, "_p2_code_checks", {}).items()
            }
            code_cfg.update({
                "CODE122_VAR_MIN": var_min,
                "CODE122_VAR_MAX": var_max,
            })
            ci.update_rpgmaker_config(code_cfg)

            enabled_357 = {
                k for k, cb in getattr(self, "_p2_plugin_checks", {}).items()
                if cb.isChecked()
            }
            enabled_355655 = {
                k for k, cb in getattr(self, "_p2_pattern_checks", {}).items()
                if cb.isChecked()
            }
            ci.update_plugin_config(enabled_357, enabled_355655)

            self._p2_status_lbl.setText(
                f"Auto-saved ({len(enabled_357)} handlers, {len(enabled_355655)} patterns)"
            )

            try:
                if self.parent_window and hasattr(self.parent_window, "config_tab"):
                    ct = self.parent_window.config_tab
                    if hasattr(ct, "mvmz_tab") and ct.mvmz_tab:
                        ct.mvmz_tab.refresh_from_module()
            except Exception:
                pass
        except Exception as exc:
            self._p2_status_lbl.setText("Auto-save failed")
            self._log(f"❌ Could not save Phase 2 settings: {exc}")

    def _apply_plugin_settings(self):
        """Write the checked plugin handlers and script patterns back to rpgmakermvmz.py."""
        try:
            from gui.config_integration import ConfigIntegration
            ci = ConfigIntegration()
            enabled_357 = {
                k for k, cb in getattr(self, "_p2_plugin_checks", {}).items()
                if cb.isChecked()
            }
            enabled_355655 = {
                k for k, cb in getattr(self, "_p2_pattern_checks", {}).items()
                if cb.isChecked()
            }
            ci.update_plugin_config(enabled_357, enabled_355655)
            self._log(
                f"✅ Plugin settings saved — "
                f"357: {len(enabled_357)} handler(s), "
                f"355/655: {len(enabled_355655)} pattern(s) enabled"
            )
            if enabled_357:
                self._log("   357  : " + ", ".join(sorted(enabled_357)))
            if enabled_355655:
                self._log("   355/655: " + ", ".join(sorted(enabled_355655)))
        except Exception as exc:
            self._log(f"❌ Could not save plugin settings: {exc}")

    def _copy_vocab_to_game(self):
        """Copy vocab.txt into the game root folder so it can be attached to the AI prompt."""
        game_root = self.folder_edit.text().strip()
        if not game_root:
            self._log("⚠  No game folder set. Complete Step 0 first.")
            return

        src = VOCAB_PATH
        if not src.exists():
            self._log("⚠  vocab.txt not found — save it in Step 3 first.")
            return

        import shutil
        dst = Path(game_root) / "vocab.txt"
        try:
            shutil.copy2(src, dst)
            self._log(f"✅ vocab.txt copied to {dst}")
        except Exception as exc:
            self._log(f"❌ Could not copy vocab.txt: {exc}")

    def _copy_plugins_js_translate_prompt(self):
        is_ace = bool(getattr(self, "_ace_rvdata_dir", "") or getattr(self, "_ace_json_dir", ""))
        if is_ace:
            QApplication.clipboard().setText(self._ACE_SCRIPTS_TRANSLATE_PROMPT)
            self._log("Ace scripts translation prompt copied to clipboard.")
        else:
            QApplication.clipboard().setText(self._PLUGINS_JS_TRANSLATE_PROMPT)
            self._log("plugins.js translation prompt copied to clipboard.")

    def _copy_plugin_prompt(self):
        QApplication.clipboard().setText(self._PLUGIN_PROMPT)
        self._log("Risky codes analysis prompt copied to clipboard.")

    def _apply_wrap_config(self):
        """Write width / listWidth / noteWidth back into .env."""
        import re as _re
        updates = {
            "width":     str(self.wrap_width_spin.value()),
            "listWidth": str(self.wrap_list_spin.value()),
            "noteWidth": str(self.wrap_note_spin.value()),
        }
        env_path = Path(".env")
        try:
            text = env_path.read_text(encoding="utf-8") if env_path.exists() else ""
            for key, val in updates.items():
                text, n = _re.subn(
                    rf"^({_re.escape(key)}\s*=\s*')[^']*(')",
                    rf"\g<1>{val}\2",
                    text,
                    flags=_re.MULTILINE,
                )
                if n == 0:
                    text = text.rstrip("\n") + f"\n{key}='{val}'\n"
            env_path.write_text(text, encoding="utf-8")
            self._log(
                "✅ .env updated — "
                + ", ".join(f"{k}={v}" for k, v in updates.items())
            )
        except Exception as exc:
            self._log(f"❌ Could not update .env: {exc}")

    def _populate_speaker_flags(self):
        """Read current module config and pre-tick speaker flag checkboxes."""
        try:
            from gui.config_integration import ConfigIntegration
            cur = ConfigIntegration().read_current_config()
            flag_map = {
                "INLINE401SPEAKERS": self.spk_inline_cb,
                "FIRSTLINESPEAKERS": self.spk_firstline_cb,
                "FACENAME101":       self.spk_face_cb,
            }
            for key, cb in flag_map.items():
                if key in cur:
                    cb.blockSignals(True)
                    cb.setChecked(bool(cur[key]))
                    cb.blockSignals(False)
        except Exception:
            pass

    def _apply_speaker_flags(self):
        cfg = {
            "INLINE401SPEAKERS": self.spk_inline_cb.isChecked(),
            "FIRSTLINESPEAKERS": self.spk_firstline_cb.isChecked(),
            "FACENAME101":       self.spk_face_cb.isChecked(),
        }
        try:
            from gui.config_integration import ConfigIntegration
            ConfigIntegration().update_rpgmaker_config(cfg)
            self._log(
                "✅ Speaker flags applied: "
                + ", ".join(f"{k}={v}" for k, v in cfg.items())
            )
            try:
                if self.parent_window and hasattr(self.parent_window, "config_tab"):
                    ct = self.parent_window.config_tab
                    if hasattr(ct, "rpgmaker_tab") and ct.rpgmaker_tab:
                        ct.rpgmaker_tab.set_config(cfg)
            except Exception:
                pass
        except Exception as exc:
            self._log(f"❌ Could not apply speaker flags: {exc}")

    # ─────────────────────────────────────────────────────────────────────────
    # Step 4 – Translation phases
    # ─────────────────────────────────────────────────────────────────────────

    def _run_phase(self, phase):
        batch = self._workflow_batch_mode()
        # Ask user if they want to sync translated/ → files/ before running this phase
        from PyQt5.QtWidgets import QMessageBox
        transl_dir = Path("translated")
        files_dir  = Path("files")
        if transl_dir.exists() and any(transl_dir.glob("*.json")):
            active = {fp.name for fp in files_dir.glob("*.json")} if files_dir.exists() else set()
            overlap = [fp for fp in transl_dir.glob("*.json") if not active or fp.name in active]
            if overlap:
                reply = QMessageBox.question(
                    None,
                    "Sync before phase?",
                    f"translated/ contains {len(overlap)} file(s) that match files/.\n\n"
                    "Sync translated/ → files/ before running this phase?\n"
                    "Yes = overwrite files/ with translated versions\n"
                    "No = use existing files/ as-is",
                    QMessageBox.Yes | QMessageBox.No,
                )
                if reply == QMessageBox.Yes:
                    self._do_copy_translated_to_files()

        if phase == 0:
            config = PHASE0_CONFIG
            label = "Phase 0 (core DB files)" + (" — batch" if batch else "")
            file_preset = "db"
        elif phase == 1:
            config = PHASE1_CONFIG
            label = "Phase 1 (safe codes)" + (" — batch" if batch else "")
            file_preset = "events"
        elif phase == "1b":
            config = PHASE1B_CONFIG
            label = "Phase 1b (code 111 cache)" + (" — batch" if batch else "")
            file_preset = "events"
        else:
            # Build Phase 2 config: start from PHASE2_CONFIG defaults, then overlay checkbox states
            config = dict(PHASE2_CONFIG)
            for code_key, cb in getattr(self, "_p2_code_checks", {}).items():
                config[code_key] = cb.isChecked()
            label = "Phase 2 (risky codes)" + (" — batch" if batch else "")
            file_preset = "events"

        # Apply config profile so the Translation tab uses the right codes
        try:
            from gui.config_integration import ConfigIntegration
            ci = ConfigIntegration()
            ci.update_rpgmaker_config(config)
            # Sync the live Settings tab if it is open
            try:
                if self.parent_window and hasattr(self.parent_window, "config_tab"):
                    ct = self.parent_window.config_tab
                    if hasattr(ct, "rpgmaker_tab"):
                        ct.rpgmaker_tab.set_config(
                            ct.rpgmaker_tab.get_config() | config
                        )
            except Exception:
                pass
            self._log(f"✅ {label} config applied — codes set:")
            on  = [k for k, v in config.items() if v]
            off = [k for k, v in config.items() if not v]
            if on:
                self._log("   ON :  " + "  ".join(on))
            if off:
                self._log("   OFF:  " + "  ".join(off))
        except Exception as exc:
            self._log(f"❌ Could not apply phase config: {exc}")
            return

        # Visual feedback on the phase run button
        _btn_map = {0: "_run_p0_btn", 1: "_run_p1_btn", "1b": "_run_p1b_btn", 2: "_run_p2_btn"}
        _lbl_map = {0: "_p0_status_lbl", 1: "_p1_status_lbl", "1b": "_p1b_status_lbl", 2: "_p2_status_lbl"}
        _phlbl = getattr(self, _lbl_map.get(phase, ""), None)
        _phbtn = getattr(self, _btn_map.get(phase, ""), None)
        if _phlbl:
            _phlbl.setText("✅ Applied")
        if _phbtn:
            _orig = _phbtn.text()
            _phbtn.setText("⚙  Starting…")
            _phbtn.setEnabled(False)
            QTimer.singleShot(2500, lambda b=_phbtn, t=_orig: (b.setText(t), b.setEnabled(True)))

        # Phase-specific guidance
        if phase == 0:
            self._log("")
            self._log("─" * 54)
            self._log("👉  Switch to the Translation tab and start the run.")
            self._log("   Phase 0 translates core DB file fields (names,")
            self._log("   descriptions, notes). Event codes are all OFF.")
            self._log("─" * 54)
        elif phase == 1:
            self._log("")
            self._log("─" * 54)
            self._log("👉  Switch to the Translation tab and start the run.")
            self._log("")
            self._log("⚠  While translating, watch the log for speaker lines.")
            self._log("   They should look like:  [Speaker]: Dialogue text")
            self._log("   If names are missing or garbled, stop the run and")
            self._log("   revisit Step 2 (speaker flags) before continuing.")
            self._log("─" * 54)
        elif phase == "1b":
            self._log("")
            self._log("─" * 54)
            self._log("👉  Switch to the Translation tab and start the run.")
            self._log("   Phase 1b translates code 111 string comparisons and")
            self._log("   writes a var_translation_map cache to log/.")
            self._log("   Run Phase 2 afterwards — code 122 strings that match")
            self._log("   a cached 111 comparison will reuse the same translation.")
            self._log("─" * 54)
        else:
            self._log("")
            self._log("─" * 54)
            self._log("👉  Switch to the Translation tab and start the run.")
            self._log("   Phase 2 targets script/variable strings — make sure")
            self._log("   Phase 1b has been run first to build the 111 cache.")
            self._log("─" * 54)

        # Navigate to Translation tab, configure it, and auto-start
        mode_text = self._workflow_mode_text()
        self._navigate_to_translation(file_preset, auto_start=True, mode_text=mode_text)

    def _navigate_to_translation(self, file_preset: str, auto_start: bool = False, mode_text: str | None = None):
        """Switch to Translation tab, set engine to MVMZ, and check/uncheck files.

        file_preset:
            'db'     — check only core DB files, uncheck event files
            'events' — check CommonEvents, Troops, and Map*.json; uncheck DB files
        """
        try:
            pw = self.parent_window
            if not pw:
                return
            tt = getattr(pw, "translation_tab", None)
            if tt is None:
                return

            # 1. Set engine to RPG Maker MV/MZ
            try:
                combo = tt.module_combo
                for i in range(combo.count()):
                    if "RPG Maker MV/MZ" in combo.itemText(i):
                        combo.setCurrentIndex(i)
                        break
            except Exception:
                pass

            # 2. Set requested mode after selecting the engine, since the engine
            # change refreshes the mode list.
            if mode_text:
                try:
                    mode_combo = tt.mode_combo
                    mode_idx = mode_combo.findText(mode_text)
                    if mode_idx >= 0:
                        mode_combo.setCurrentIndex(mode_idx)
                except Exception:
                    pass

            # 3. Determine which files belong to each preset
            files_dir = getattr(tt, "files_dir", None)
            if files_dir is None:
                files_dir = __import__("pathlib").Path("files")

            def _is_event(name: str) -> bool:
                return (
                    name in _EVENT_FILES_EXACT
                    or (name.startswith("Map") and name.endswith(".json") and name not in _DB_FILES)
                )

            def _is_db(name: str) -> bool:
                return name in _DB_FILES

            if file_preset == "db":
                should_check = _is_db
            else:  # "events"
                should_check = _is_event

            # 4. Apply check states to the file list
            try:
                tt.refresh_file_lists()
                fl = tt.file_list
                from PyQt5.QtCore import Qt as _Qt
                for idx in range(fl.count()):
                    item = fl.item(idx)
                    name = item.text()
                    item.setCheckState(
                        _Qt.Checked if should_check(name) else _Qt.Unchecked
                    )
            except Exception:
                pass

            # 5. Navigate
            if hasattr(pw, "content_stack"):
                pw.content_stack.setCurrentIndex(0)
                if hasattr(pw, "nav_buttons"):
                    for i, btn in enumerate(pw.nav_buttons):
                        btn.setChecked(i == 0)

            # 6. Auto-start translation so the user doesn't need an extra click
            if auto_start:
                from PyQt5.QtCore import QTimer as _QTimer
                _QTimer.singleShot(100, lambda: (
                    tt.start_translation(skip_confirm=True)
                    if tt is not None else None
                ))
        except Exception:
            pass

    # ─────────────────────────────────────────────────────────────────────────
    # Step 6 – Export to game
    # ─────────────────────────────────────────────────────────────────────────

    def _do_copy_translated_to_files(self):
        """Silently copy translated/ files back into files/ (only matching names). Returns count copied."""
        import shutil
        files_dir  = Path("files")
        transl_dir = Path("translated")

        if not transl_dir.exists():
            self._log("⚠  translated/ folder not found — nothing to sync.")
            return 0

        active = {fp.name for fp in files_dir.glob("*.json")} if files_dir.exists() else set()
        to_copy = [fp for fp in transl_dir.glob("*.json") if not active or fp.name in active]

        if not to_copy:
            self._log("⚠  No matching files found in translated/ to sync.")
            return 0

        files_dir.mkdir(exist_ok=True)
        copied = 0
        for src in to_copy:
            dst = files_dir / src.name
            shutil.copy2(src, dst)
            copied += 1

        self._log(f"✅  Synced {copied} file(s) from translated/ → files/")
        return copied

    def _copy_translated_to_files(self):
        """Prompt user then copy translated/ files back into files/ (only matching names)."""
        from PyQt5.QtWidgets import QMessageBox
        files_dir  = Path("files")
        transl_dir = Path("translated")

        if not transl_dir.exists():
            self._log("⚠  translated/ folder not found — nothing to sync.")
            return

        active = {fp.name for fp in files_dir.glob("*.json")} if files_dir.exists() else set()
        to_copy = [fp for fp in transl_dir.glob("*.json") if not active or fp.name in active]

        if not to_copy:
            self._log("⚠  No matching files found in translated/ to sync.")
            return

        reply = QMessageBox.question(
            None,
            "Sync translated/ → files/",
            f"This will overwrite {len(to_copy)} file(s) in files/ with their translated versions.\n\n"
            "Choose Yes to sync, or No to keep files/ as-is.",
            QMessageBox.Yes | QMessageBox.No,
        )
        if reply != QMessageBox.Yes:
            self._log("⏭  Sync skipped — using existing files/ as-is.")
            return

        self._do_copy_translated_to_files()

    def _export_active_files(self):
        """Export only translated files whose names match what is in files/."""
        files_dir = Path("files")
        active = sorted(
            fp.name for fp in files_dir.glob("*.json") if fp.name != ".gitkeep"
        ) if files_dir.exists() else []

        if not active:
            self._log("⚠  No files found in files/ — run Step 0 (Import) first.")
            return

        game_data = self._resolve_export_path()
        if not game_data:
            return

        translated_dir = Path("translated")
        active_set = set(active)
        exportable = [
            fp for fp in translated_dir.glob("*.json")
            if fp.name in active_set and fp.name != ".gitkeep"
        ] if translated_dir.exists() else []

        reply = QMessageBox.question(
            self,
            "Export Active Files to Game",
            f"Export {len(exportable)} file(s) into:\n{game_data}\n\n"
            "Make a backup first if needed. Continue?",
            QMessageBox.Yes | QMessageBox.No,
            QMessageBox.No,
        )
        if reply != QMessageBox.Yes:
            return

        w = _ExportWorker(game_data, filter_names=active)
        w.log.connect(self._log)
        w.done.connect(self._on_export_done)
        self._worker = w
        w.start()

    def _export_to_game(self):
        game_data = self._resolve_export_path()
        if not game_data:
            return

        reply = QMessageBox.question(
            self,
            "Export to Game",
            f"This will overwrite ALL translated files in:\n{game_data}\n\n"
            "Make a backup first if needed. Continue?",
            QMessageBox.Yes | QMessageBox.No,
            QMessageBox.No,
        )
        if reply != QMessageBox.Yes:
            return

        w = _ExportWorker(game_data)
        w.log.connect(self._log)
        w.done.connect(self._on_export_done)
        self._worker = w
        w.start()

    def _resolve_export_path(self) -> str | None:
        """Return the game data path, prompting if not yet set."""
        game_data = self._data_path
        if not game_data:
            game_data = QFileDialog.getExistingDirectory(
                self, "Select Game Data Folder to Export Into"
            )
            if not game_data:
                return None
            self._data_path = game_data
        return game_data

    # ─────────────────────────────────────────────────────────────────────────
    # RPGMaker Ace helpers
    # ─────────────────────────────────────────────────────────────────────────

    @staticmethod
    def _ace_tool_path(name: str) -> Path:
        from util.ace.update_tools import ace_tool_path
        return ace_tool_path(name)

    def _ensure_ace_tools(self) -> bool:
        from util.ace.update_tools import ensure_ace_tools
        return ensure_ace_tools(log_fn=self._log)

    def _show_ace_decrypt_notice(self, game_root: str, rgss_path: str):
        """Show a dialog explaining how to decrypt the encrypted Ace archive."""
        rgss_name = Path(rgss_path).name
        msg = QMessageBox(self)
        msg.setWindowTitle("RPGMaker Ace — Encrypted Game")
        msg.setIcon(QMessageBox.Warning)
        msg.setTextFormat(Qt.RichText)
        msg.setText(
            f"<b>This game is encrypted.</b><br><br>"
            f"Found: <code>{rgss_name}</code><br><br>"
            "To use this game with the translation tool:<br>"
            "<ol>"
            "<li>Run <b>RPGMakerDecrypter.exe</b> (button below) to extract the game files</li>"
            "<li>Back up the <code>.rgss</code> archive to a safe location</li>"
            f"<li>Delete <code>{rgss_name}</code> from the game folder</li>"
            "<li>Re-scan the folder in this tool (press Enter in the path box)</li>"
            "</ol>"
        )
        run_btn = msg.addButton("Run RPGMakerDecrypter.exe", QMessageBox.ActionRole)
        msg.addButton(QMessageBox.Ok)
        msg.exec_()
        if msg.clickedButton() == run_btn:
            self._run_ace_decrypter(game_root)

    def _run_ace_decrypter(self, game_root: str):
        if not self._ensure_ace_tools():
            return
        try:
            from util.ace.update_tools import build_decrypter_command
            cmd = build_decrypter_command(Path(game_root))
        except FileNotFoundError as exc:
            self._log(f"❌ {exc}")
            return
        decrypter = Path(cmd[0])
        self._log(f"Running {decrypter.name} in {game_root} …")
        w = _SubprocessWorker(cmd, cwd=game_root, label=decrypter.stem)
        w.log.connect(self._log)
        w.done.connect(lambda ok, msg: self._log(("✅ " if ok else "❌ ") + msg))
        self._worker = w
        w.start()

    def _run_rv2json_create(self):
        """Run RV2JSON.exe -c to convert rvdata2 → JSON files (run from game root)."""
        if not self._ensure_ace_tools():
            return
        rv2json = self._ace_tool_path("RV2JSON.exe")
        if not rv2json.is_file():
            self._log(f"❌ RV2JSON.exe not found at {rv2json}")
            return
        game_root = self.folder_edit.text().strip()
        # -c takes no path flags — must be run from the game root so it can
        # find the Data/ folder automatically and creates JSON/ alongside it.
        cmd = [str(rv2json), "-c"]
        self._log(f"$ {' '.join(cmd)}  (cwd: {game_root})")
        w = _SubprocessWorker(cmd, cwd=game_root, label="RV2JSON -c")
        w.log.connect(self._log)
        w.done.connect(self._on_rv2json_create_done)
        self._worker = w
        w.start()

    def _on_rv2json_create_done(self, ok: bool, msg: str):
        self._log(("✅ " if ok else "❌ ") + msg)
        if not ok:
            self.detected_label.setText("❌ RV2JSON -c failed — check log for details.")
            self.detected_label.setStyleSheet(
                "color:#f48771;font-size:13px;padding:4px 8px;"
                "background-color:#2b1a1a;border:1px solid #5a2a2a;"
                "border-radius:4px;margin:4px 0;"
            )
            return

        ace_json = Path(self._ace_json_dir)
        if not ace_json.is_dir() or not any(ace_json.glob("*.json")):
            self._log(f"⚠  RV2JSON ran but ace_json folder has no JSON files: {ace_json}")
            self.detected_label.setText("⚠  ace_json not populated after RV2JSON -c. Check log.")
            self.detected_label.setStyleSheet(
                "color:#e9a12a;font-size:13px;padding:4px 8px;"
                "background-color:#2b2010;border:1px solid #5a4010;"
                "border-radius:4px;margin:4px 0;"
            )
            return

        self._log(f"JSON files ready in: {ace_json}")
        self.detected_label.setText(
            f"Engine: Ace (via RV2JSON)   ·   ace_json: {ace_json}"
        )
        self.detected_label.setStyleSheet(
            "color:#6a9a6a;font-size:13px;padding:4px 8px;"
            "background-color:#1f2b1f;border:1px solid #2a4a2a;"
            "border-radius:4px;margin:4px 0;"
        )
        worker = _ScanWorker(self._data_path, "MVMZ")
        worker.done.connect(self._on_scan_done)
        worker.error.connect(lambda e: self._log(f"❌ Scan error: {e}"))
        self._worker = worker
        worker.start()

    def _run_rv2json_update(self):
        """Run RV2JSON.exe -u to write translated JSON back to rvdata2 files."""
        if not self._ensure_ace_tools():
            return
        rv2json = self._ace_tool_path("RV2JSON.exe")
        if not rv2json.is_file():
            self._log(f"❌ RV2JSON.exe not found at {rv2json}")
            return
        game_root = self.folder_edit.text().strip()
        if not game_root:
            self._log("❌ RV2JSON -u: game root folder not set.")
            return
        # Run without path flags (same as -c): tool finds Data/ and ace_json/
        # relative to the game root automatically.
        cmd = [str(rv2json), "-u"]
        self._log("RV2JSON: updating rvdata2 files…")
        self._log(f"$ {' '.join(cmd)}  (cwd: {game_root})")
        w = _SubprocessWorker(cmd, cwd=game_root, label="RV2JSON -u")
        w.log.connect(self._log)
        w.done.connect(lambda ok, msg: self._log(("✅ " if ok else "❌ ") + msg))
        self._worker = w
        w.start()

    def _on_export_done(self, count: int, errors: list):
        if errors:
            self._log(f"⚠  {len(errors)} error(s) during export:")
            for e in errors[:10]:
                self._log(f"   {e}")
        self._log(f"✅ Exported {count} file(s) to game folder.")
        # For RPGMaker Ace: convert the exported JSON files back to rvdata2
        if self._ace_json_dir and self._ace_rvdata_dir:
            self._run_rv2json_update()

    # ─────────────────────────────────────────────────────────────────────────
    # Helpers
    # ─────────────────────────────────────────────────────────────────────────

    # ─────────────────────────────────────────────────────────────────────────────
    # Step 1 (Optional) – Pre-process handlers
    # ─────────────────────────────────────────────────────────────────────────────

    def _populate_preprocess_paths(self):
        """Auto-fill pre-process paths from the detected game root and data path."""
        game_root = self.folder_edit.text().strip()
        data_path = self._data_path or ""

        # Update dazedformat label
        try:
            self.pp_data_path_label.setText(data_path or "(no data folder detected)")
        except Exception:
            pass

        # Find plugins.js
        if game_root:
            for candidate in (
                Path(game_root) / "js" / "plugins.js",
                Path(game_root) / "www" / "js" / "plugins.js",
            ):
                if candidate.is_file():
                    self._plugins_js_path = str(candidate)
                    break
            else:
                self._plugins_js_path = str(Path(game_root) / "js" / "plugins.js")
        try:
            self.pp_plugins_edit.setText(self._plugins_js_path)
        except Exception:
            pass

        # Gameupdate path — default to the tool's own gameupdate/ folder
        tool_gameupdate = Path(__file__).parent.parent / "gameupdate"
        self._gameupdate_path = str(tool_gameupdate)
        try:
            self.pp_gameupdate_edit.setText(self._gameupdate_path)
        except Exception:
            pass
        try:
            self.pp_gameupdate_dst_label.setText(game_root or "(no game folder detected)")
        except Exception:
            pass

    def _browse_plugins_js(self):
        start = self.pp_plugins_edit.text() or self.folder_edit.text()
        path, _ = QFileDialog.getOpenFileName(
            self, "Select plugins.js", start, "JavaScript files (*.js);;All files (*)"
        )
        if path:
            self.pp_plugins_edit.setText(path)

    def _browse_gameupdate(self):
        start = self.pp_gameupdate_edit.text() or self.folder_edit.text()
        folder = QFileDialog.getExistingDirectory(self, "Select gameupdate folder", start)
        if folder:
            self.pp_gameupdate_edit.setText(folder)

    def _run_dazedformat(self):
        data_path = self._data_path
        if not data_path:
            self._log("⚠  No data folder detected. Complete Step 0 first.")
            return
        w = _JsonFormatWorker(data_path)
        w.log.connect(self._log)
        w.done.connect(lambda ok, msg: self._log(("✅ " if ok else "❌ ") + msg))
        self._worker = w
        w.start()

    def _run_prettier(self):
        plugins_js = self.pp_plugins_edit.text().strip()
        if not plugins_js:
            self._log("⚠  No plugins.js path set.")
            return
        p = Path(plugins_js)
        if not p.is_file():
            self._log(f"⚠  plugins.js not found: {p}")
            return
        w = _JsFormatWorker(str(p))
        w.log.connect(self._log)
        w.done.connect(lambda ok, msg: self._log(("✅ " if ok else "❌ ") + msg))
        self._worker = w
        w.start()

    def _run_gameupdate(self):
        src = self.pp_gameupdate_edit.text().strip()
        dst = self.folder_edit.text().strip()
        if not src:
            self._log("⚠  No gameupdate folder path set.")
            return
        if not dst:
            self._log("⚠  No game root folder set. Complete Step 0 first.")
            return
        if not Path(src).is_dir():
            self._log(f"⚠  gameupdate folder not found: {src}")
            return
        w = _FileCopyWorker(src, dst)
        w.log.connect(self._log)
        w.done.connect(self._on_gameupdate_done)
        self._worker = w
        w.start()

    def _on_gameupdate_done(self, count: int, errors: list):
        self._log(f"✅ gameupdate: copied {count} file(s).")
        for e in errors:
            self._log(f"   ⚠  {e}")

    def _run_all_preprocess(self):
        """Launch all three pre-process tasks in sequence, chaining via signals."""
        data_path      = self._data_path
        plugins_js     = self.pp_plugins_edit.text().strip()
        gameupdate_src = self.pp_gameupdate_edit.text().strip()
        game_root_dst  = self.folder_edit.text().strip()

        # Build the queue of (label, worker_or_None) pairs
        queue: list[tuple[str, object]] = []

        if data_path:
            queue.append(("[A] dazedformat", _JsonFormatWorker(data_path)))
        else:
            self._log("  ⏭  Skipped: A (dazedformat): data folder missing")

        if plugins_js and Path(plugins_js).is_file():
            queue.append(("[B] format plugins.js", _JsFormatWorker(plugins_js)))
        else:
            self._log(f"  ⏭  Skipped: B (format plugins.js): not found ({plugins_js or 'not set'})")

        if gameupdate_src and Path(gameupdate_src).is_dir() and game_root_dst:
            queue.append(("[C] gameupdate copy", _FileCopyWorker(gameupdate_src, game_root_dst)))
        else:
            reason = (f"source not found ({gameupdate_src or 'not set'})"
                      if not gameupdate_src or not Path(gameupdate_src).is_dir()
                      else "game root folder missing")
            self._log(f"  ⏭  Skipped: C (gameupdate): {reason}")

        if not queue:
            self._log("⚠  Nothing to run — check prerequisites.")
            return

        # Keep strong references to all workers so they aren't GC'd mid-run
        self._preprocess_workers = [w for _, w in queue]

        def run_next(remaining):
            if not remaining:
                self._log("✅  All pre-process tasks finished.")
                return
            label, worker = remaining[0]
            self._log(f"► {label} …")
            worker.log.connect(self._log)

            def on_done(ok, msg, rest=remaining[1:]):
                self._log(("✅ " if ok else "❌ ") + msg)
                run_next(rest)

            # _FileCopyWorker emits done(int, list) — wrap it
            if isinstance(worker, _FileCopyWorker):
                def on_copy_done(count, errors, rest=remaining[1:]):
                    self._log(f"✅ gameupdate: copied {count} file(s).")
                    for e in errors:
                        self._log(f"   ⚠  {e}")
                    run_next(rest)
                worker.done.connect(on_copy_done)
            else:
                worker.done.connect(on_done)

            worker.start()

        run_next(queue)

    def _copy_to_clipboard(self, text: str, confirmation: str = "Copied."):
        try:
            QApplication.clipboard().setText(text)
            self._log(f"📋 {confirmation}")
        except Exception as exc:
            self._log(f"❌ Could not copy to clipboard: {exc}")

    def _log(self, message: str):
        self.log_area.append(message)
        sb = self.log_area.verticalScrollBar()
        sb.setValue(sb.maximum())

    def _setting(self, key: str, default=None):
        if self.settings:
            return self.settings.value(f"workflow/{key}", default)
        return default

    def _save_setting(self, key: str, value):
        if self.settings:
            self.settings.setValue(f"workflow/{key}", value)
