Formatting

This commit is contained in:
DazedAnon 2026-07-03 15:38:01 -05:00
parent 4114cfec93
commit 6e89a59c76
2 changed files with 200 additions and 10 deletions

View file

@ -324,10 +324,10 @@ Open the **Workflow** tab and choose **Wolf RPG (WolfDawn)** from the engine sel
| Step | Action |
|------|--------|
| **0 Project** | Select the game folder, **Unpack** the `.wolf` archives into a loose `Data/` folder, then **Extract text** (maps, common events, databases, `Game.dat`, external event text, and the project-wide name glossary). Everything is staged into `files/` for translation. Finally, **Set up git tracking** by copying the `gameupdate/` folder (updater scripts, `patch.sh`/`patch.ps1`, and a `.gitignore` that excludes the original game files) into the game root, so the translation project can be tracked with git and later shipped as a git-based patch players apply themselves. |
| **0 Project** | Select the game folder, **Unpack** the `.wolf` archives into a loose `Data/` folder, then **Extract text** (maps, common events, databases, `Game.dat`, external event text, and the project-wide name glossary). Everything is staged into `files/` for translation. **Set up git tracking** by copying the `gameupdate/` folder (updater scripts, `patch.sh`/`patch.ps1`, and a `.gitignore` that excludes the original game files) into the game root, so the translation project can be tracked with git and later shipped as a git-based patch players apply themselves. Finally, **Format extracted JSON** (dazedformat) normalises `wolf_json/` and `files/` to the same layout the translator writes back (`json.dump`, indent 4) — run it once and commit it as your baseline so later injects produce clean, line-level git diffs instead of reformatting whole files. |
| **1 Glossary** | Build both glossaries before translating. **1a - Character & Worldbuilding Glossary (`vocab.txt`):** copy the WOLF-tailored prompt into Cursor/Copilot with the extracted `files/` JSON, let it discover character names, speech registers, and lore terms, then paste the result into the in-tab editor and save (the shared `vocab.txt` is used by every translation batch to keep names and voice consistent). **1b - Name Value Glossary (`names.json`):** translate the name glossary first, since WOLF references item/skill/enemy names by value across many files. |
| **2 Translate** | Run the `Wolf RPG (WolfDawn)` module over `files/`. Only the `text` fields are filled in; `source` is preserved so injection can verify each line. |
| **3 Inject** | Write the translations back into the `Data/` binaries. The name glossary is applied consistently across every file. Toggle `--en-punct` (convert Japanese punctuation to ASCII) and `--allow-code-drift` (relax the inline-code guard) as needed. Use **Check name consistency** to catch names translated differently across files. |
| **2 Translate** | Pick the **Translation mode** (Normal or Batch - Batch uses the Anthropic Batches API, ~50% cheaper, Claude only), then run the `Wolf RPG (WolfDawn)` module over `files/`. The chosen mode also applies to the Step 1b name glossary run. Only the `text` fields are filled in; `source` is preserved so injection can verify each line. |
| **3 Inject** | Write the translations back into the game's `Data/` binaries **and** refresh the git-tracked `wolf_json/` with the translated JSON, so the game project's git diff shows both the JSON source and the injected binaries. Toggle `--en-punct` (convert Japanese punctuation to ASCII) and `--allow-code-drift` (relax the inline-code guard) as needed, and use **Check name consistency** to catch names translated differently across files. **Quick inject** lists the files you've translated so far (present in `translated/`) so you can tick just a few, inject them straight into `Data/`, and review the git diff / test in-game - ideal for iterating. **Inject all translations** writes every document and re-applies the name glossary across `Data/` for the final build. |
| **4 Package** | Either run from the loose `Data/` folder (backs up `Data.wolf``Data.wolf.bak`), or **Repack** a fresh `Data.wolf`, inheriting the original archive's encryption. |
| **5 Saves** | *(Optional)* Update existing `.sav` files so old Japanese saves load cleanly in the translated build. Originals are backed up automatically. |

View file

@ -5,18 +5,25 @@ Mirrors the RPGMaker WorkflowTab, driven by the vendored WolfDawn ``wolf`` CLI
(see util/wolfdawn):
Step 0 Project - select game folder, unpack .wolf archives, extract text
(strings-extract per file + names-extract) into files/, and
copy the gameupdate/ patch files (incl. .gitignore) for git tracking
(strings-extract per file + names-extract) into files/, copy
the gameupdate/ patch files (incl. .gitignore) for git tracking,
and format the extracted JSON to the canonical layout so injects
produce clean git diffs
Step 1 Glossary - build vocab.txt (characters/terms) and translate the
project-wide name-value glossary first
Step 2 Translate - run the "Wolf RPG (WolfDawn)" module over files/
Step 3 Inject - inject translations + names back into the Data/ binaries
and refresh the git-tracked wolf_json/ with the translated
JSON; quick-inject picks just a few translated files for
fast in-game / git iteration, or inject everything at once
Step 4 Package - run from a loose Data/ folder, or repack Data.wolf
Step 5 Saves - fix baked strings in existing .sav files (optional)
The extracted JSON is staged in ``<game_root>/wolf_json/`` (a manifest maps each
file back to its base binary), then imported into ``files/`` for the shared
translation pipeline, mirroring how the Ace workflow uses ``ace_json/``.
translation pipeline, mirroring how the Ace workflow uses ``ace_json/``. On
inject, the translated JSON is copied back into ``wolf_json/`` so the game
project's git history tracks both the JSON source and the updated binaries.
"""
from __future__ import annotations
@ -35,6 +42,8 @@ from PyQt5.QtWidgets import (
QHBoxLayout,
QLabel,
QLineEdit,
QListWidget,
QListWidgetItem,
QMessageBox,
QPushButton,
QScrollArea,
@ -304,6 +313,8 @@ class WolfWorkflowTab(QWidget):
page_layout.addWidget(nav)
self._step_tabs.addTab(page, tab_label)
self._step_tabs.currentChanged.connect(self._on_step_changed)
splitter.addWidget(self._step_tabs)
# Right: log panel
@ -493,6 +504,16 @@ class WolfWorkflowTab(QWidget):
"players apply themselves. Existing files are overwritten."
))
fmt_btn = self._register(_make_btn("④ Format extracted JSON (dazedformat)", "#3a3a3a"))
fmt_btn.clicked.connect(self._format_json)
layout.addWidget(fmt_btn)
layout.addWidget(self._desc(
"Normalises the extracted JSON in wolf_json/ and files/ to a consistent layout "
"(json.dump, indent 4) — the same format the translator writes back. Run this once "
"after extracting and commit it as your baseline, so later injects produce clean, "
"line-level git diffs instead of reformatting the whole file."
))
def _browse_folder(self):
start = self.folder_edit.text() or str(Path.home())
folder = QFileDialog.getExistingDirectory(self, "Select WOLF Game Folder", start)
@ -662,6 +683,39 @@ class WolfWorkflowTab(QWidget):
self._run_task(task)
def _format_json(self):
if not self._require_root():
return
work_dir = self._work_dir()
files_dir = Path("files")
if not work_dir.is_dir() and not files_dir.is_dir():
QMessageBox.information(
self, "Format JSON",
"Nothing to format yet. Run ② Extract text first.",
)
return
def task(log):
from util.dazedformat import format_json_files
total = 0
errors: list[str] = []
for label, d in (("wolf_json/", work_dir), ("files/", files_dir)):
if not Path(d).is_dir():
continue
log(f"Formatting JSON in {label}")
count, errs = format_json_files(d, log=log)
total += count
errors.extend(errs)
if errors:
return False, f"Formatted {total} file(s), {len(errors)} error(s) — see log."
return True, (
f"Formatted {total} JSON file(s). Commit this as your baseline before "
"translating so injects give clean git diffs."
)
self._run_task(task)
# ── Step 1: Glossary / names ───────────────────────────────────────────────
def _build_step1_glossary(self, layout: QVBoxLayout):
@ -892,6 +946,48 @@ class WolfWorkflowTab(QWidget):
check_btn.clicked.connect(self._names_check)
layout.addWidget(check_btn)
layout.addWidget(_make_hr())
layout.addWidget(self._subheading("Quick inject — write only specific files into the game"))
layout.addWidget(self._desc(
"For iterating: after translating a few files, tick just those here and inject them "
"straight into the game's Data/ so you can review the git diff in the game project and "
"test in-game. Only files that already have a translation in translated/ are listed. "
f"Tick {NAMES_JSON} to also re-apply the name glossary across Data/."
))
self.inject_list = QListWidget()
self.inject_list.setMaximumHeight(220)
self.inject_list.setStyleSheet(
"QListWidget{background-color:#252526;border:1px solid #3a3a3a;border-radius:4px;"
"color:#cccccc;font-size:12px;padding:2px;}"
"QListWidget::item{padding:3px 4px;}"
"QListWidget::item:selected{background:#264f78;color:#ffffff;}"
)
layout.addWidget(self.inject_list)
list_row = QHBoxLayout()
refresh_btn = self._register(_make_btn("↻ Refresh list", "#3a3a3a"))
refresh_btn.clicked.connect(self._refresh_inject_list)
sel_all_btn = self._register(_make_btn("Select all", "#3a3a3a"))
sel_all_btn.clicked.connect(lambda: self._set_inject_checks(True))
sel_none_btn = self._register(_make_btn("Select none", "#3a3a3a"))
sel_none_btn.clicked.connect(lambda: self._set_inject_checks(False))
list_row.addWidget(refresh_btn)
list_row.addWidget(sel_all_btn)
list_row.addWidget(sel_none_btn)
list_row.addStretch()
layout.addLayout(list_row)
quick_btn = self._register(_make_btn("Inject selected files", "#00a86b"))
quick_btn.clicked.connect(self._inject_selected)
layout.addWidget(quick_btn)
layout.addWidget(_make_hr())
layout.addWidget(self._subheading("Full inject"))
layout.addWidget(self._desc(
"Injects every extracted document and applies the name glossary across Data/. "
"Use this once translation is complete before packaging in Step 4."
))
inject_btn = self._register(_make_btn("Inject all translations", "#00a86b"))
inject_btn.clicked.connect(self._inject)
layout.addWidget(inject_btn)
@ -904,6 +1000,67 @@ class WolfWorkflowTab(QWidget):
return p
return None
def _on_step_changed(self, idx: int):
# Index 3 == Inject: keep the quick-inject picker in sync with translated/.
if idx == 3:
self._refresh_inject_list()
def _refresh_inject_list(self):
if not hasattr(self, "inject_list"):
return
self.inject_list.clear()
manifest = self._read_manifest()
if not manifest:
item = QListWidgetItem("Run Step 0 (extract) first — no manifest found.")
item.setFlags(Qt.ItemIsEnabled)
self.inject_list.addItem(item)
return
listed = 0
for entry in manifest.get("entries", []):
json_name = entry.get("json")
if not json_name:
continue
if not (Path("translated") / json_name).is_file():
continue
item = QListWidgetItem(json_name)
item.setData(Qt.UserRole, json_name)
item.setFlags(Qt.ItemIsUserCheckable | Qt.ItemIsEnabled)
item.setCheckState(Qt.Unchecked)
self.inject_list.addItem(item)
listed += 1
if listed == 0:
item = QListWidgetItem("No translated files in translated/ yet — run Step 2.")
item.setFlags(Qt.ItemIsEnabled)
self.inject_list.addItem(item)
def _set_inject_checks(self, checked: bool):
if not hasattr(self, "inject_list"):
return
state = Qt.Checked if checked else Qt.Unchecked
for i in range(self.inject_list.count()):
it = self.inject_list.item(i)
if it.flags() & Qt.ItemIsUserCheckable:
it.setCheckState(state)
def _inject_selected(self):
if not self._require_manifest():
return
selected = set()
for i in range(self.inject_list.count()):
it = self.inject_list.item(i)
if (it.flags() & Qt.ItemIsUserCheckable) and it.checkState() == Qt.Checked:
name = it.data(Qt.UserRole)
if name:
selected.add(name)
if not selected:
QMessageBox.information(
self, "Nothing selected",
"Tick the files you want to inject, then try again. "
"Use “↻ Refresh list” if you just translated something.",
)
return
self._inject(only_json=selected)
def _names_check(self):
if not self._require_manifest():
return
@ -926,12 +1083,36 @@ class WolfWorkflowTab(QWidget):
self._run_task(task)
def _inject(self):
def _inject(self, only_json: set[str] | None = None):
"""Inject translations into the game's Data/ binaries.
only_json:
None full inject: every document + name glossary across Data/.
set(names) quick inject: only those JSON files; the name glossary is
re-applied across Data/ only when NAMES_JSON is included.
"""
if not self._require_manifest():
return
manifest = self._read_manifest()
en_punct = self.en_punct_cb.isChecked()
allow_drift = self.drift_cb.isChecked()
quick = only_json is not None
game_json_dir = self._work_dir()
def _sync_json(json_name: str, src: Path, log):
"""Copy the translated JSON into the game's git-tracked wolf_json/ so the
diff shows both the updated JSON source and the injected binary."""
dest = game_json_dir / json_name
try:
if src.resolve() == dest.resolve():
return
except Exception:
pass
try:
dest.parent.mkdir(parents=True, exist_ok=True)
shutil.copy2(src, dest)
except Exception as e:
log(f" ⚠ could not update {json_name} in {WORK_DIR_NAME}/: {e}")
def task(log):
from util import wolfdawn
@ -945,6 +1126,8 @@ class WolfWorkflowTab(QWidget):
for entry in entries:
if entry["kind"] == "names":
continue
if only_json is not None and entry["json"] not in only_json:
continue
src = self._translated_or_source(entry["json"])
if src is None:
log(f" ⚠ no JSON for {entry['json']} — skipped")
@ -958,13 +1141,16 @@ class WolfWorkflowTab(QWidget):
)
if res.ok:
applied += 1
_sync_json(entry["json"], src, log)
else:
failed += 1
log(f" ⚠ inject exit {res.returncode} for {entry['json']}")
# Name glossary: apply across the whole data dir.
# Name glossary: apply across the whole data dir. For a quick inject,
# only do this if the user explicitly selected the names file, since it
# rewrites many binaries and would add noise to the git diff otherwise.
names_entry = next((e for e in entries if e["kind"] == "names"), None)
if names_entry:
if names_entry and (only_json is None or names_entry["json"] in only_json):
src = self._translated_or_source(names_entry["json"])
if src is not None:
log("Applying name glossary across Data/ …")
@ -974,6 +1160,7 @@ class WolfWorkflowTab(QWidget):
)
if res.ok:
applied += 1
_sync_json(names_entry["json"], src, log)
else:
failed += 1
log(f" ⚠ names-inject exit {res.returncode}")
@ -981,7 +1168,10 @@ class WolfWorkflowTab(QWidget):
msg = f"Injected {applied} document(s)"
if failed:
msg += f", {failed} had guard/errors (see log)"
msg += ". Continue to Step 4 to package."
if quick:
msg += ". Review the git diff in the game project and test in-game."
else:
msg += ". Continue to Step 4 to package."
return failed == 0, msg
self._run_task(task)