DazedTL/gui/wolf_workflow_tab.py

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"""
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 ``<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/``.
"""
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"
"<task>\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"
"</task>\n"
"\n"
"--- attach the extracted JSON in files/ here before continuing ---\n"
"\n"
"<data_format>\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"
" - <Map>.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"
"</data_format>\n"
"\n"
"<file_strategy>\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 <Name> 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"
"</file_strategy>\n"
"\n"
"<rules>\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"
"</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"
"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"
"</example>\n"
"</output_format>\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/<name>; fall back to files/<name>."""
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