""" Wolf RPG (WolfDawn) Workflow Tab - guided pipeline for WOLF RPG Editor games. 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 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 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 ``/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/``. """ from __future__ import annotations import json import shutil from pathlib import Path from PyQt5.QtCore import Qt, QSettings, QThread, QTimer, pyqtSignal from PyQt5.QtGui import QFont from PyQt5.QtWidgets import ( QApplication, QCheckBox, QComboBox, QFileDialog, QHBoxLayout, QLabel, QLineEdit, QMessageBox, QPushButton, QScrollArea, QSplitter, QTabWidget, QTextEdit, QVBoxLayout, QWidget, ) from gui.translation_tab import ( BATCH_COLLECT_LIVE_CHARGE_NOTE, BATCH_MODE_BENEFIT_NOTE, BATCH_MODE_LABEL, ) from gui.workflow_tab import _make_btn, _make_hr, _make_section_label from util.project_scanner import detect_wolf_layout from util.vocab import read_game_vocab, write_game_vocab # Workflow-level label for the non-batch (live) translation path. The Translation # tab's own mode is called "Translate"; _workflow_mode_text() maps to that. _TL_NORMAL_LABEL = "Normal Translate" MANIFEST_NAME = "manifest.json" NAMES_JSON = "names.json" WORK_DIR_NAME = "wolf_json" # Glossary-discovery prompt for Copilot / Cursor, tailored to WolfDawn's extracted # JSON (source/text pairs staged in files/). Produces the same two-section format # the shared vocab.txt expects, so the AI output pastes straight into the editor. _WOLF_GLOSSARY_PROMPT = ( "You are an expert Japanese WOLF RPG Editor game analyst building a translation glossary.\n" "\n" "\n" "Extract named characters and lore-specific worldbuilding terms from this game's extracted " "text. 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" "\n" "\n" "--- attach the extracted JSON in files/ here before continuing ---\n" "\n" "\n" "The files/ folder holds WolfDawn extractions as JSON. Each file is a list of entries with a\n" "'source' field (the original Japanese) and a 'text' field (initially empty/identical).\n" "Analyse the 'source' fields only. The files are:\n" " - DataBase.project.json, CDataBase.project.json, SysDatabase.project.json — databases:\n" " richest, small source of character/actor names, classes, factions, and lore titles.\n" " - CommonEvent.dat.json — common events: dialogue and system text.\n" " - Game.dat.json — game/system strings (title, terms).\n" " - .mps.json — per-map events: the main story dialogue (can be large).\n" " - Evtext.json — external event text, when present.\n" " - names.json — item/skill/enemy value names (the tool handles these; do NOT list them).\n" "\n" "\n" "\n" "Map files can be extremely large. Do NOT read them sequentially — you will hit context " "limits. Instead:\n" "1. Read the DataBase.project.json files IN FULL first — small and the best source of names.\n" "2. For large map files, SEARCH (grep) the 'source' fields instead of reading sequentially. " "Prioritise dialogue because it is the best evidence for character voice:\n" " - Speaker patterns such as 【Name】, [Name], Name「…」, Name:, and at the start of a line\n" " - Katakana clusters or kanji compound proper nouns that recur across dialogue\n" " Scan the lowest-numbered maps first — early maps have the most story content.\n" "3. Stop once you stop finding new names or terms. Do not pad the output.\n" "\n" "\n" "\n" "Apply to both sections:\n" "- Separator: use a plain hyphen-minus (-). Never use an em dash or en dash. " "The translation tool only recognises the plain hyphen.\n" "- Descriptions must be entirely in English. Refer to other characters by English name only.\n" "- Never give two spelling options (e.g. 'Sylfia / Sylphia' is wrong). Commit to one translation.\n" "\n" "# Game Characters — rules:\n" "- Discover named characters from the databases and dialogue. Skip unnamed NPCs, generic " "enemies, and narration-only entries.\n" "- For each character include: gender, role, speech register, and personality. Note if the " "name is player-chosen (a hero/actor whose name comes from a variable or input prompt).\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/armour names (the tool handles those via " "names.json). Skip generic RPG words. Do not repeat character names here.\n" "\n" "\n" "\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" "\n" "# Game Characters\n" "シロ (Shiro) - Female; protagonist; player-named; speaks in a flustered, cute register " "with feminine speech markers\n" "ゼクス (Zex) - Male; antagonist; cold and commanding; uses an 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 late-game dialogue; " "not a named map location\n" "裁定者 (Arbiter) - Title held by the ruling council; lore-specific rank with no " "real-world equivalent\n" "\n" "\n" ) class _WolfTaskWorker(QThread): """Run a blocking WolfDawn task callable off the UI thread. The task receives a ``log`` callable and returns ``(success, message)``. """ done = pyqtSignal(bool, str) log = pyqtSignal(str) def __init__(self, task): super().__init__() self._task = task def run(self): try: ok, msg = self._task(self.log.emit) self.done.emit(bool(ok), str(msg)) except Exception as exc: # pragma: no cover - defensive import traceback self.log.emit(traceback.format_exc()) self.done.emit(False, f"Error: {exc}") class WolfWorkflowTab(QWidget): """Guided automation tab for the full WolfDawn translation pipeline.""" 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._game_root: str = "" self._layout: dict = {} self._worker: _WolfTaskWorker | None = None self._buttons: list[QPushButton] = [] self._init_ui() # ───────────────────────────────── paths ───────────────────────────────── def _work_dir(self) -> Path: return Path(self._game_root) / WORK_DIR_NAME def _manifest_path(self) -> Path: return self._work_dir() / MANIFEST_NAME def _read_manifest(self) -> dict | None: mp = self._manifest_path() if not mp.is_file(): return None try: return json.loads(mp.read_text(encoding="utf-8")) except Exception: return None # ───────────────────────────────── UI setup ────────────────────────────── def _init_ui(self): root = QVBoxLayout(self) root.setContentsMargins(0, 0, 0, 0) root.setSpacing(0) splitter = QSplitter(Qt.Horizontal) splitter.setHandleWidth(1) splitter.setStyleSheet("QSplitter::handle{background:#3a3a3a;}") _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 Glossary", self._build_step1_glossary), ("2 Translate", self._build_step2_translate), ("3 Inject", self._build_step3_inject), ("4 Package", self._build_step4_package), ("5 Saves", self._build_step5_saves), ] for tab_label, builder in _tab_defs: 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) if tab_idx > 0: back_btn = _make_btn("← Back", "#3a3a3a") back_btn.setFixedWidth(100) back_btn.clicked.connect( lambda _c, i=tab_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) next_btn.clicked.connect( lambda _c, i=tab_idx, lbl=tab_label: ( 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) splitter.addWidget(self._step_tabs) # Right: log panel log_panel = QWidget() lp_layout = QVBoxLayout(log_panel) lp_layout.setContentsMargins(0, 0, 0, 0) lp_layout.setSpacing(0) log_header = QLabel(" ▸ Wolf 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;}" "QPushButton:hover{background-color:#2d2d30;color:#9d9d9d;}" ) clear_btn.clicked.connect(self.log_area.clear) lp_layout.addWidget(clear_btn) splitter.addWidget(log_panel) splitter.setSizes([900, 240]) root.addWidget(splitter) self.setLayout(root) self._apply_theme() def _apply_theme(self): 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; } 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; } QLabel { color: #cccccc; } """) # ─────────────────────────────── helpers ───────────────────────────────── def _desc(self, text: str) -> QLabel: lbl = QLabel(text) lbl.setWordWrap(True) lbl.setStyleSheet("color:#9d9d9d;font-size:12px;background:transparent;") return lbl def _subheading(self, text: str) -> QLabel: lbl = QLabel(text) lbl.setStyleSheet( "color:#4ec9b0;font-size:13px;font-weight:bold;background:transparent;padding-top:4px;" ) return lbl def _register(self, btn: QPushButton) -> QPushButton: self._buttons.append(btn) return btn 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"wolf_workflow/{key}", default) return default def _save_setting(self, key: str, value): if self.settings: self.settings.setValue(f"wolf_workflow/{key}", value) def _set_busy(self, busy: bool): for btn in self._buttons: btn.setEnabled(not busy) def _run_task(self, task, on_done=None): """Run *task* in a worker thread; disables buttons until it finishes.""" if self._worker is not None and self._worker.isRunning(): QMessageBox.information(self, "Busy", "A task is already running. Please wait.") return self._set_busy(True) worker = _WolfTaskWorker(task) self._worker = worker worker.log.connect(self._log) def _finished(ok: bool, msg: str): self._set_busy(False) if msg: self._log(("✅ " if ok else "❌ ") + msg) if on_done: try: on_done(ok, msg) except Exception: pass worker.done.connect(_finished) # Release the reference and delete the thread object only once the # thread has fully stopped. The built-in ``finished`` signal fires # after ``run()`` returns, so the QThread is never garbage-collected # while still running - which aborts the process with # "QThread: Destroyed while thread is still running". worker.finished.connect(worker.deleteLater) worker.finished.connect(self._clear_worker) worker.start() def _clear_worker(self): if self.sender() is self._worker: self._worker = None # ── Step 0: Project ─────────────────────────────────────────────────────── def _build_step0(self, layout: QVBoxLayout): layout.addWidget(_make_section_label("Step 0 · Select Game & Extract Text")) layout.addWidget(self._desc( "Pick the WOLF game's root folder (the one containing Game.exe and Data.wolf, " "or a loose Data/ folder). The tool unpacks the .wolf archives with WolfDawn, " "extracts all translatable text, and stages it in files/ ready to translate.\n\n" "A prebuilt WolfDawn 'wolf' CLI ships with the tool, so no setup is needed. " "(If no prebuilt binary exists for your platform, it is compiled once from " "source with cargo, which requires Rust.)" )) row = QHBoxLayout() self.folder_edit = QLineEdit() self.folder_edit.setPlaceholderText("Path to the WOLF game folder…") self.folder_edit.setText(self._setting("last_game_folder", "") or "") row.addWidget(self.folder_edit, 1) browse_btn = self._register(_make_btn("Browse…", "#3a3a3a")) browse_btn.clicked.connect(self._browse_folder) row.addWidget(browse_btn) detect_btn = self._register(_make_btn("Detect", "#007acc")) detect_btn.clicked.connect(self._detect_folder) row.addWidget(detect_btn) layout.addLayout(row) self.status_label = QLabel("No game folder selected.") self.status_label.setWordWrap(True) self.status_label.setStyleSheet("color:#c8c8c8;font-size:12px;padding:6px 0px;") layout.addWidget(self.status_label) layout.addWidget(_make_hr()) unpack_btn = self._register(_make_btn("① Unpack .wolf archives", "#007acc")) unpack_btn.clicked.connect(self._unpack) layout.addWidget(unpack_btn) layout.addWidget(self._desc( "Unpacks every .wolf archive into a loose Data/ folder. Skip this if the game " "already has an unpacked Data/ folder." )) extract_btn = self._register(_make_btn("② Extract text & import into files/", "#00a86b")) extract_btn.clicked.connect(self._extract_and_import) layout.addWidget(extract_btn) layout.addWidget(self._desc( "Extracts maps, common events, databases, Game.dat, external event text, and the " "project-wide name glossary, then imports them into files/ for translation." )) gu_btn = self._register(_make_btn("③ Set up git tracking (copy gameupdate/ files)", "#3a3a3a")) gu_btn.clicked.connect(self._apply_gameupdate) layout.addWidget(gu_btn) layout.addWidget(self._desc( "Copies the tool's gameupdate/ folder into the game's root folder: the updater " "scripts (GameUpdate.bat / GameUpdate_linux.sh), the patch scripts (patch.sh / " "patch.ps1), and a .gitignore that excludes the original game files. Do this early so " "you can track the translation project with git and later ship it as a git-based patch " "players apply themselves. Existing files are overwritten." )) def _browse_folder(self): start = self.folder_edit.text() or str(Path.home()) folder = QFileDialog.getExistingDirectory(self, "Select WOLF Game Folder", start) if folder: self.folder_edit.setText(folder) self._detect_folder() def _detect_folder(self): root = self.folder_edit.text().strip() if not root or not Path(root).is_dir(): self.status_label.setText("❌ Folder not found. Pick a valid game directory.") return self._game_root = root self._save_setting("last_game_folder", root) info = detect_wolf_layout(root) self._layout = info if info["engine"] != "WOLF": self.status_label.setText( "⚠ This does not look like a WOLF game (no .wolf archives or loose Data/ " "with maps/CommonEvent.dat were found)." ) self._log(f"Detect: no WOLF layout found in {root}") return archives = info["archives"] parts = [f"✅ WOLF game detected at {root}"] if info["unpacked"]: parts.append(f"Unpacked Data/ folder: {info['data_dir']}") if archives: parts.append(f"{len(archives)} .wolf archive(s): " + ", ".join(a.name for a in archives)) if not info["unpacked"] and archives: parts.append("Run ① Unpack to extract the archives before extracting text.") self.status_label.setText("\n".join(parts)) self._log("Detect: " + " | ".join(parts)) def _unpack(self): if not self._require_root(): return root = Path(self._game_root) info = detect_wolf_layout(root) archives = info["archives"] if not archives: self._log("Unpack: no .wolf archives found (already unpacked?).") QMessageBox.information(self, "Unpack", "No .wolf archives found to unpack.") return out_dir = root / "Data" def task(log): from util import wolfdawn log(f"Unpacking {len(archives)} archive(s) into {out_dir} …") res = wolfdawn.unpack_all([str(a) for a in archives], str(out_dir), log_fn=log) if not res.ok: return False, f"unpack-all exited {res.returncode}" return True, "Unpacked archives. Now run ② Extract text." self._run_task(task, on_done=lambda ok, _m: self._detect_folder()) def _extract_and_import(self): if not self._require_root(): return info = detect_wolf_layout(self._game_root) self._layout = info data_dir = info.get("data_dir") if not data_dir: QMessageBox.warning( self, "Extract", "No unpacked Data/ folder found. Run ① Unpack first.", ) return work_dir = self._work_dir() game_root = self._game_root def task(log): from util import wolfdawn basic = Path(info["basic_data"]) if info.get("basic_data") else Path(data_dir) maps_dir = Path(info["map_data"]) if info.get("map_data") else Path(data_dir) work_dir.mkdir(parents=True, exist_ok=True) manifest_entries: list[dict] = [] def _extract_one(base: Path, out_name: str, kind: str): out = work_dir / out_name log(f"Extracting {base.name} …") res = wolfdawn.strings_extract(str(base), str(out), log_fn=log) if res.ok and out.is_file(): manifest_entries.append({"json": out_name, "base": str(base), "kind": kind}) else: log(f" ⚠ skipped {base.name} (exit {res.returncode})") # Common events ce = basic / "CommonEvent.dat" if ce.is_file(): _extract_one(ce, "CommonEvent.dat.json", "common") # Databases for stem in ("DataBase", "CDataBase", "SysDatabase"): proj = basic / f"{stem}.project" if proj.is_file(): _extract_one(proj, f"{stem}.project.json", "db") # Game.dat gd = basic / "Game.dat" if gd.is_file(): _extract_one(gd, "Game.dat.json", "gamedat") # Maps for mps in sorted(maps_dir.glob("*.mps")): _extract_one(mps, f"{mps.name}.json", "map") # External event text (optional) evtext = Path(data_dir) / "Evtext" if evtext.is_dir() and any(evtext.glob("*.txt")): out = work_dir / "Evtext.json" log("Extracting Evtext/ …") res = wolfdawn.strings_extract(str(evtext), str(out), log_fn=log) if res.ok and out.is_file(): manifest_entries.append({"json": "Evtext.json", "base": str(evtext), "kind": "txt-dir"}) # Project-wide name glossary log("Extracting name glossary …") names_out = work_dir / NAMES_JSON res = wolfdawn.names_extract(str(data_dir), str(names_out), log_fn=log) if res.ok and names_out.is_file(): manifest_entries.append({"json": NAMES_JSON, "base": str(data_dir), "kind": "names"}) if not manifest_entries: return False, "Nothing was extracted. Check the Data/ folder layout." manifest = { "root": game_root, "data_dir": str(data_dir), "entries": manifest_entries, } (work_dir / MANIFEST_NAME).write_text( json.dumps(manifest, ensure_ascii=False, indent=2), encoding="utf-8" ) # Import all extracted JSON (except the manifest) into files/. files_dir = Path("files") files_dir.mkdir(exist_ok=True) removed = 0 for fp in files_dir.iterdir(): if fp.name == ".gitkeep": continue try: if fp.is_file(): fp.unlink() removed += 1 elif fp.is_dir(): shutil.rmtree(fp) removed += 1 except Exception as e: log(f" ⚠ could not clear {fp.name}: {e}") if removed: log(f"Cleared {removed} existing file(s) from files/") copied = 0 for entry in manifest_entries: src = work_dir / entry["json"] if src.is_file(): shutil.copy2(src, files_dir / entry["json"]) copied += 1 return True, ( f"Extracted {len(manifest_entries)} document(s) and imported {copied} into files/. " "Go to Step 2 to translate." ) self._run_task(task) # ── Step 1: Glossary / names ─────────────────────────────────────────────── def _build_step1_glossary(self, layout: QVBoxLayout): layout.addWidget(_make_section_label("Step 1 · Glossary (build before translating)")) layout.addWidget(self._desc( "Two glossaries keep the translation consistent. Build them before Step 2 so the AI " "already knows every character and term while translating." )) # ── 1a: Character & worldbuilding glossary (vocab.txt) ── layout.addWidget(self._subheading("1a · Character & Worldbuilding Glossary (vocab.txt)")) layout.addWidget(self._desc( "vocab.txt is the project-wide glossary used by every translation batch to keep " "character names, speech register, honorifics, and lore terms consistent. Copy the " "prompt below into Cursor or Copilot Chat with the extracted files/ JSON open, let it " "analyse the game, then paste its output into the editor and save." )) prompt_btn = _make_btn("📋 Copy glossary prompt for Copilot / Cursor", "#5a3a7a") prompt_btn.clicked.connect(self._copy_wolf_glossary_prompt) layout.addWidget(prompt_btn) fmt = QLabel( "Format: Japanese (English) - description\n" "Example: シロ (Shiro) - Female; protagonist; flustered, cute register" ) fmt.setFont(QFont("Consolas", 9)) fmt.setWordWrap(True) fmt.setStyleSheet( "color:#569cd6;background-color:#1a1e2a;border:1px solid #2a3a5a;" "padding:5px 10px;border-radius:4px;font-size:12px;border-left:3px solid #2a6a9a;" ) layout.addWidget(fmt) self.vocab_editor = QTextEdit() self.vocab_editor.setMinimumHeight(120) 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) vrow = QHBoxLayout() save_btn = _make_btn("💾 Save vocab.txt", "#3a7a3a") save_btn.clicked.connect(self._save_vocab) vrow.addWidget(save_btn) reload_btn = _make_btn("↺ Reload", "#555") reload_btn.clicked.connect(self._reload_vocab) vrow.addWidget(reload_btn) vrow.addStretch() layout.addLayout(vrow) layout.addWidget(_make_hr()) # ── 1b: Name-value glossary (names.json) ── layout.addWidget(self._subheading("1b · Name Value Glossary (item / skill / enemy names)")) layout.addWidget(self._desc( "WOLF databases reference item/skill/enemy names by value across many files, so " f"translating {NAMES_JSON} first keeps those consistent. This translates only " f"{NAMES_JSON} using the Wolf RPG (WolfDawn) module; it is injected in Step 3. " "You can also translate it together with everything else in Step 2, but doing it " "first is the higher-quality path. It uses the translation mode (Normal / Batch) " "selected in Step 2." )) btn = self._register(_make_btn("Translate name glossary now", "#007acc")) btn.clicked.connect(lambda: self._navigate_to_translation(only=NAMES_JSON, auto_start=True)) layout.addWidget(btn) def _copy_wolf_glossary_prompt(self): try: QApplication.clipboard().setText(_WOLF_GLOSSARY_PROMPT) self._log("📋 Glossary prompt copied. Paste it into Cursor/Copilot with files/ open.") except Exception as exc: self._log(f"❌ Could not copy glossary prompt: {exc}") 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: Translate ────────────────────────────────────────────────────── def _build_step2_translate(self, layout: QVBoxLayout): layout.addWidget(_make_section_label("Step 2 · Translate")) layout.addWidget(self._desc( "Sends the extracted files in files/ to the Translation tab using the " "Wolf RPG (WolfDawn) module and starts translating. Only the 'text' fields are " "filled in; 'source' is preserved so injection can verify each line." )) self._add_tl_mode_selector(layout) btn = self._register(_make_btn("Translate all files now", "#00a86b")) btn.clicked.connect(lambda: self._navigate_to_translation(auto_start=True)) layout.addWidget(btn) open_btn = self._register(_make_btn("Open Translation tab (no auto-start)", "#3a3a3a")) open_btn.clicked.connect(lambda: self._navigate_to_translation(auto_start=False)) layout.addWidget(open_btn) def _add_tl_mode_selector(self, layout: QVBoxLayout): """Normal vs Batch selector; applies to the name glossary (1b) and full runs.""" row = QHBoxLayout() lbl = QLabel("Translation mode:") lbl.setStyleSheet("color:#cccccc;font-size:12px;font-weight:bold;background:transparent;") self._tl_mode_combo = QComboBox() self._tl_mode_combo.addItem(_TL_NORMAL_LABEL) self._tl_mode_combo.addItem(BATCH_MODE_LABEL) self._tl_mode_combo.setFixedWidth(220) self._tl_mode_combo.setToolTip( "Applies to both the Step 1 name glossary and the full run here.\n" "Normal translates live; Batch uses the Anthropic Batches API (~50% cheaper, Claude only)." ) saved = self._setting("tl_mode", BATCH_MODE_LABEL) or BATCH_MODE_LABEL idx = self._tl_mode_combo.findText(str(saved)) if idx >= 0: self._tl_mode_combo.setCurrentIndex(idx) self._tl_mode_combo.currentTextChanged.connect(self._on_tl_mode_changed) row.addWidget(lbl) row.addWidget(self._tl_mode_combo) row.addStretch() layout.addLayout(row) self._batch_note = QLabel(BATCH_MODE_BENEFIT_NOTE + "\n" + BATCH_COLLECT_LIVE_CHARGE_NOTE) self._batch_note.setWordWrap(True) self._batch_note.setStyleSheet("color:#8fbc8f;font-size:11px;background:transparent;") layout.addWidget(self._batch_note) self._on_tl_mode_changed(self._tl_mode_combo.currentText()) def _on_tl_mode_changed(self, mode_text: str): is_batch = mode_text == BATCH_MODE_LABEL if hasattr(self, "_batch_note"): self._batch_note.setVisible(is_batch) self._save_setting("tl_mode", mode_text) def _workflow_mode_text(self) -> str: """Map the selector to the Translation tab's own mode label.""" combo = getattr(self, "_tl_mode_combo", None) if combo is not None and combo.currentText() == BATCH_MODE_LABEL: return BATCH_MODE_LABEL return "Translate" def _navigate_to_translation(self, only: str | None = None, auto_start: bool = False): """Switch to the Translation tab, select the WolfDawn module, and check files.""" pw = self.parent_window tt = getattr(pw, "translation_tab", None) if pw else None if tt is None: QMessageBox.warning(self, "Translate", "Translation tab is not available.") return try: combo = tt.module_combo for i in range(combo.count()): if "WolfDawn" in combo.itemText(i): combo.setCurrentIndex(i) break except Exception: pass # Apply the chosen translation mode (after the module, since changing the # module can refresh the mode list). try: mode_combo = tt.mode_combo mode_idx = mode_combo.findText(self._workflow_mode_text()) if mode_idx >= 0: mode_combo.setCurrentIndex(mode_idx) except Exception: pass try: tt.refresh_file_lists() fl = tt.file_list for idx in range(fl.count()): item = fl.item(idx) name = item.text() check = (only is None) or (name == only) item.setCheckState(Qt.Checked if check else Qt.Unchecked) except Exception: pass if pw and 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) if auto_start: QTimer.singleShot( 150, lambda: tt.start_translation(skip_confirm=True) if tt is not None else None, ) # ── Step 3: Inject ───────────────────────────────────────────────────────── def _build_step3_inject(self, layout: QVBoxLayout): layout.addWidget(_make_section_label("Step 3 · Inject Translations")) layout.addWidget(self._desc( "Writes the translated text back into the game's Data/ binaries with WolfDawn, " "byte-exact. The name glossary is applied consistently across every file. " "Lines whose inline codes changed are skipped and reported (unless you allow drift)." )) self.en_punct_cb = QCheckBox("Convert Japanese punctuation to ASCII (--en-punct)") self.en_punct_cb.setChecked(self._setting("en_punct", "true") == "true") self.en_punct_cb.stateChanged.connect( lambda: self._save_setting("en_punct", "true" if self.en_punct_cb.isChecked() else "false") ) layout.addWidget(self.en_punct_cb) self.drift_cb = QCheckBox("Allow inline-code drift (--allow-code-drift, riskier)") self.drift_cb.setChecked(self._setting("allow_code_drift", "false") == "true") self.drift_cb.stateChanged.connect( lambda: self._save_setting( "allow_code_drift", "true" if self.drift_cb.isChecked() else "false" ) ) layout.addWidget(self.drift_cb) check_btn = self._register(_make_btn("Check name consistency", "#3a3a3a")) check_btn.clicked.connect(self._names_check) layout.addWidget(check_btn) inject_btn = self._register(_make_btn("Inject all translations", "#00a86b")) inject_btn.clicked.connect(self._inject) layout.addWidget(inject_btn) def _translated_or_source(self, json_name: str) -> Path | None: """Prefer translated/; fall back to files/.""" for base in ("translated", "files"): p = Path(base) / json_name if p.is_file(): return p return None def _names_check(self): if not self._require_manifest(): return manifest = self._read_manifest() def task(log): from util import wolfdawn json_files = [] for entry in manifest["entries"]: p = self._translated_or_source(entry["json"]) if p: json_files.append(str(p)) if not json_files: return False, "No translated JSON found. Run Step 2 first." res = wolfdawn.names_check(json_files, log_fn=log) if res.returncode == 0: return True, "Name usage is consistent across files." return True, "names-check reported inconsistencies (see log above)." self._run_task(task) def _inject(self): if not self._require_manifest(): return manifest = self._read_manifest() en_punct = self.en_punct_cb.isChecked() allow_drift = self.drift_cb.isChecked() def task(log): from util import wolfdawn entries = manifest["entries"] data_dir = manifest["data_dir"] applied = 0 failed = 0 # Non-name documents: inject each back onto its base binary. for entry in entries: if entry["kind"] == "names": continue src = self._translated_or_source(entry["json"]) if src is None: log(f" ⚠ no JSON for {entry['json']} — skipped") continue base = entry["base"] out = base # in-place (txt-dir writes each file under this dir) log(f"Injecting {entry['json']} → {Path(base).name} …") res = wolfdawn.strings_inject( str(src), base, out, allow_code_drift=allow_drift, en_punct=en_punct, log_fn=log, ) if res.ok: applied += 1 else: failed += 1 log(f" ⚠ inject exit {res.returncode} for {entry['json']}") # Name glossary: apply across the whole data dir. names_entry = next((e for e in entries if e["kind"] == "names"), None) if names_entry: src = self._translated_or_source(names_entry["json"]) if src is not None: log("Applying name glossary across Data/ …") res = wolfdawn.names_inject( str(src), data_dir, allow_code_drift=allow_drift, en_punct=en_punct, log_fn=log, ) if res.ok: applied += 1 else: failed += 1 log(f" ⚠ names-inject exit {res.returncode}") msg = f"Injected {applied} document(s)" if failed: msg += f", {failed} had guard/errors (see log)" msg += ". Continue to Step 4 to package." return failed == 0, msg self._run_task(task) # ── Step 4: Package ──────────────────────────────────────────────────────── def _build_step4_package(self, layout: QVBoxLayout): layout.addWidget(_make_section_label("Step 4 · Package the Translated Game")) layout.addWidget(self._desc( "Choose how the translated build runs. A loose Data/ folder is simplest for " "playtesting; repacking rebuilds a single Data.wolf archive for distribution." )) loose_btn = self._register(_make_btn("Use loose Data/ folder (back up archives)", "#007acc")) loose_btn.clicked.connect(self._package_loose) layout.addWidget(loose_btn) layout.addWidget(self._desc( "Renames Data.wolf (and any split .wolf archives) to .bak so the WOLF engine loads " "the loose, translated Data/ folder next to Game.exe." )) layout.addWidget(_make_hr()) repack_btn = self._register(_make_btn("Repack Data.wolf", "#00a86b")) repack_btn.clicked.connect(self._package_repack) layout.addWidget(repack_btn) layout.addWidget(self._desc( "Rebuilds Data.wolf from the translated Data/ folder, inheriting the original " "archive's encryption where possible (--like the backed-up original)." )) def _apply_gameupdate(self): if not self._require_root(): return from util.paths import PROJECT_ROOT src = PROJECT_ROOT / "gameupdate" dst = Path(self._game_root) if not src.is_dir(): QMessageBox.warning( self, "gameupdate", f"The tool's gameupdate/ folder was not found at {src}.", ) return def task(log): import shutil copied = 0 errors: list[str] = [] log(f"Copying gameupdate patch files: {src} → {dst} …") for fp in sorted(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 log(f" copied {rel}") except Exception as exc: errors.append(f"{rel}: {exc}") for e in errors: log(f" ⚠ {e}") if errors: return False, f"Copied {copied} file(s); {len(errors)} failed (see log)." return True, f"Copied {copied} gameupdate file(s) into {dst.name}." self._run_task(task) def _package_loose(self): if not self._require_root(): return from util.project_scanner import find_wolf_archives archives = find_wolf_archives(self._game_root) if not archives: QMessageBox.information(self, "Package", "No .wolf archives to back up — already loose.") return def task(log): renamed = 0 for arc in archives: bak = arc.with_suffix(arc.suffix + ".bak") if bak.exists(): log(f" {bak.name} already exists — leaving {arc.name} in place") continue arc.rename(bak) log(f" {arc.name} → {bak.name}") renamed += 1 return True, f"Backed up {renamed} archive(s); the game now runs from the loose Data/ folder." self._run_task(task) def _package_repack(self): if not self._require_root(): return info = detect_wolf_layout(self._game_root) data_dir = info.get("data_dir") if not data_dir: QMessageBox.warning(self, "Repack", "No loose Data/ folder found to repack.") return root = Path(self._game_root) output = root / "Data.wolf" like = None for cand in (root / "Data.wolf.bak", root / "Data.wolf"): if cand.is_file(): like = cand break def task(log): from util import wolfdawn log(f"Repacking {data_dir} → {output} …") res = wolfdawn.pack(str(data_dir), str(output), like=str(like) if like else None, log_fn=log) if not res.ok: return False, f"pack exited {res.returncode}" return True, f"Wrote {output.name}." self._run_task(task) # ── Step 5: Saves ────────────────────────────────────────────────────────── def _build_step5_saves(self, layout: QVBoxLayout): layout.addWidget(_make_section_label("Step 5 · Update Existing Saves (optional)")) layout.addWidget(self._desc( "WOLF .sav files bake in the game title and some strings at save time. This rewrites " "them so old Japanese saves load cleanly in the translated build. It is only needed " "for players who already have saves, or to test against one. A timestamped backup is " "made automatically." )) row = QHBoxLayout() self.save_edit = QLineEdit() self.save_edit.setPlaceholderText("Save folder or .sav file…") row.addWidget(self.save_edit, 1) browse_btn = self._register(_make_btn("Browse…", "#3a3a3a")) browse_btn.clicked.connect(self._browse_saves) row.addWidget(browse_btn) layout.addLayout(row) run_btn = self._register(_make_btn("Update saves", "#007acc")) run_btn.clicked.connect(self._update_saves) layout.addWidget(run_btn) def _browse_saves(self): start = self.save_edit.text() or (str(Path(self._game_root) / "Save") if self._game_root else str(Path.home())) folder = QFileDialog.getExistingDirectory(self, "Select Save Folder", start) if folder: self.save_edit.setText(folder) def _update_saves(self): save_path = self.save_edit.text().strip() if not save_path or not Path(save_path).exists(): QMessageBox.warning(self, "Saves", "Pick a valid Save folder or .sav file.") return info = detect_wolf_layout(self._game_root) if self._game_root else {} basic = info.get("basic_data") game_dat = Path(basic) / "Game.dat" if basic else None def task(log): from util import wolfdawn if not game_dat or not game_dat.is_file(): return False, "Game.dat not found — extract/unpack the game first." translations = Path("translated") tl_arg = [str(translations)] if translations.is_dir() else None log(f"Updating saves in {save_path} …") res = wolfdawn.save_update( save_path, game=str(game_dat), translations=tl_arg, log_fn=log, ) if not res.ok: return False, f"save-update exited {res.returncode}" return True, "Saves updated (originals backed up)." self._run_task(task) # ── shared guards ────────────────────────────────────────────────────────── def _require_root(self) -> bool: if not self._game_root or not Path(self._game_root).is_dir(): QMessageBox.warning(self, "No game folder", "Select and detect a game folder in Step 0 first.") return False return True def _require_manifest(self) -> bool: if not self._require_root(): return False if self._read_manifest() is None: QMessageBox.warning( self, "Not extracted", "No extraction manifest found. Run Step 0 (Extract text) first.", ) return False return True