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; import wolf_json/ into files/ (like RPGMaker)
Step 1 Pre-process - optional dazedformat + gameupdate/ copy before translating
Step 2 Glossary - build vocab.txt (characters / worldbuilding terms) before
translating so the AI keeps names and voice consistent
Step 3 Names - curate names.json (item/skill/enemy value names). Blindly
translating all of them breaks games that reference names by
value, so a repo-aware AI classifies which categories are safe
to translate and leaves the rest as source. Pick Normal/Batch
translation mode here and run Phase 0 (names -> vocab.txt).
Step 4 Translate - run the "Wolf RPG (WolfDawn)" module over files/ in three
ordered phases (RPGMaker's DB-first strategy; mode set in Step 3):
Phase 0 Names - also runnable from Step 3; harvests safe
name translations into vocab.txt
Phase 1 Database - item/skill/state descriptions and system
messages (DataBase/CDataBase.project)
Phase 2 Maps / events - .mps maps, CommonEvent, Game.dat,
Evtext; speaker handling and text-wrap
settings live under this phase
Step 5 Inject - inject translations + curated 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 6 Package - run from a loose Data/ folder, or repack Data.wolf
Step 7 Saves - fix baked strings in existing .sav files (optional)
names.json is staged into files/ but is NOT translated in the bulk phases - many
WOLF "value names" double as logic keys (referenced by value in event code), so
translating them all corrupts the game. Step 3 marks the safe subset (by category),
Phase 0 translates only those and harvests them into vocab.txt, and Step 5 injects
the result.
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/``. 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
import json
import re
import shutil
import tempfile
from pathlib import Path
from PyQt5.QtCore import Qt, QSettings, QThread, QTimer, pyqtSignal, QEvent
from PyQt5.QtGui import QColor, QFont
from PyQt5.QtWidgets import (
QApplication,
QAbstractItemView,
QCheckBox,
QComboBox,
QFileDialog,
QGroupBox,
QHBoxLayout,
QLabel,
QLineEdit,
QListWidget,
QListWidgetItem,
QMessageBox,
QPushButton,
QScrollArea,
QSizePolicy,
QSpinBox,
QSplitter,
QStyle,
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 (
_FileCopyWorker,
_ImportWorker,
_make_btn,
_make_hr,
_make_icon_btn,
_make_section_label,
)
from util import wolf_names
from util.paths import PROJECT_ROOT
from util.project_scanner import detect_wolf_layout, list_wolf_json_files
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"
# Translation phases, keyed by the manifest ``kind`` of each extracted file.
# Mirrors RPGMaker's DB-first strategy: translate names first (they seed the
# glossary), then database descriptions, then maps and event scripts.
PHASE_NAMES_KINDS = {"names"}
PHASE_DB_KINDS = {"db"}
PHASE_MAPS_EVENTS_KINDS = {"map", "common", "gamedat", "txt", "txt-dir"}
# WolfDawn's inject commands print e.g. "applied 91 translation(s) (0 untranslated,
# 0 drifted); wrote <path>". We parse the counts to distinguish a real inject from a
# silent no-op (exit 0 but 0 applied because the base was already translated).
_INJECT_COUNTS_RE = re.compile(
r"applied\s+(\d+)\s+translation.*?(\d+)\s+drifted", re.IGNORECASE | re.DOTALL
)
def _parse_inject_counts(stdout: str):
"""Return (applied, drifted) ints from wolf inject output, or (None, None)."""
if not stdout:
return None, None
m = _INJECT_COUNTS_RE.search(stdout)
if not m:
return None, None
return int(m.group(1)), int(m.group(2))
# 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 (curated separately in Step 3; 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 (curated separately via "
"names.json in Step 3). 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"
)
# Names-safety prompt for a repo-aware AI (Cursor / Copilot with the extracted
# files/ JSON open). WolfDawn groups every value name in names.json under a WOLF
# database category (the 'note' field). Some categories are pure on-screen text,
# others are logic keys (variable / file / event names) that break the game if
# translated. The AI classifies by CATEGORY and returns the list of safe note
# values as a JSON array; the tool then translates only those categories.
_WOLF_NAMES_PROMPT = (
"You are an expert Japanese WOLF RPG Editor translator and reverse-engineer. Accuracy "
"matters more than coverage: translating the wrong names breaks the game, so be conservative.\n"
"\n"
"<background>\n"
"names.json (a 'kind':'names' object with a 'names' list) is a project-wide list of every "
"\"value name\" WolfDawn found referenced across the WOLF game. Each entry has a Japanese "
"'source', a 'text', an 'occurrences' count, and a 'note' - the WOLF database CATEGORY the "
"name came from (e.g. 武器 = weapons, 技能 = skills, システム変数名 = system variable names, "
"SEリスト = sound-effect list, マップ設定 = map settings).\n"
"Translating everything WILL break the game: many categories are logic keys - the engine "
"compares them by value, looks entries up by exact name, builds file/CG/BGM/SE paths from "
"them, or uses them as variable / switch / event / map names. Only categories that are "
"purely on-screen display text are safe to translate.\n"
"</background>\n"
"\n"
"--- attach the extracted JSON in files/ here (especially names.json) before continuing ---\n"
"\n"
"<task>\n"
"Group the names.json entries by their 'note' value and classify each DISTINCT note "
"category as SAFE or UNSAFE. Return the list of SAFE categories only. Do NOT translate "
"anything yourself and do NOT edit names.json - the tool does the translation, filtered to "
"the categories you approve.\n"
"</task>\n"
"\n"
"<how_to_decide>\n"
"For each note category, look at its example 'source' values and how they are used in the "
"other files/ JSON (grep the strings across maps / CommonEvent / databases):\n"
"- SAFE -> the category is text shown to the player and nothing depends on its exact value:\n"
" item / weapon / armour / skill names, enemy names, state names, class/job names,\n"
" in-game terms (用語), battle commands, attribute names, actor/party display names.\n"
"- UNSAFE -> the category is (or might be) used as an identifier / key:\n"
" variable / switch / string-variable names, SE / BGM / BGS lists, picture numbers,\n"
" character / face / parallax / window image names, map settings, event names,\n"
" anything looked up or compared by value, or built into a filename or path.\n"
"When a category is ambiguous, or its values look like identifiers (ASCII, digits, "
"underscores, paths, bracket tags like [SE]), classify it UNSAFE. Prefer leaving a category "
"out over risking a break.\n"
"</how_to_decide>\n"
"\n"
"<output_format>\n"
"Return ONLY a JSON array of the SAFE note strings, copied EXACTLY as they appear in the "
"'note' fields (same characters, including any brackets or symbols), inside ONE fenced code "
"block and nothing else. Example:\n"
"```json\n"
"[\"武器\", \"防具\", \"技能\", \"アイテム\", \"用語設定\"]\n"
"```\n"
"</output_format>\n"
)
# Speaker-format prompt for a repo-aware AI. WolfDawn already detects and tags who
# speaks on each line, so the only decision left is whether its LOW-confidence
# first-line guesses are really speaker names for this game. The AI inspects the
# extracted text and returns a single ENABLE/DISABLE recommendation.
_WOLF_SPEAKER_PROMPT = (
"You are an expert Japanese WOLF RPG Editor translator helping configure a translation tool.\n"
"\n"
"<background>\n"
"WolfDawn extracts each line with a 'speaker' and a 'speaker_src' tag describing how it "
"detected the speaker. Two tags carry the speaker name baked into the FIRST line of the "
"'source' text (the rest is the dialogue body):\n"
" - literal_line1 : HIGH confidence - a face/name window precedes the line, so the "
"first line really is a nameplate. The tool always reshapes these; nothing to decide.\n"
" - literal_line1_lowconf : LOW confidence - a short first line with NO preceding face "
"window. WolfDawn guesses it is a speaker name, but it might actually be the start of the "
"dialogue or narration.\n"
"When a first-line format is trusted, the tool reshapes 'Name\\nbody' into '[Name]: body' for "
"translation, then restores 'Name\\nbody' on inject (byte-safe either way).\n"
"</background>\n"
"\n"
"--- attach the extracted JSON in files/ here (maps / CommonEvent) before continuing ---\n"
"\n"
"<task>\n"
"Decide whether the LOW-confidence first-line guesses (speaker_src = literal_line1_lowconf) "
"should be treated as speaker names for THIS game. Inspect a good sample of those entries in "
"files/: look at the first line of each such 'source' and judge whether it is genuinely a "
"character/speaker label as opposed to real dialogue or narration.\n"
" - ENABLE if the low-confidence first lines are overwhelmingly real speaker names.\n"
" - DISABLE if many are actually dialogue/narration (reshaping them would mislabel lines).\n"
"(The high-confidence nameplates are always handled; you are only ruling on the guesses.)\n"
"</task>\n"
"\n"
"<output_format>\n"
"Return ONLY a fenced code block containing the recommendation and a one-line reason, e.g.\n"
"```\n"
"LOWCONF_FIRSTLINE: ENABLE - low-confidence first lines are short character names (市民, 兵士...).\n"
"```\n"
"Use exactly ENABLE or DISABLE after the colon.\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._import_worker: _ImportWorker | None = None
self._buttons: list[QPushButton] = []
self._import_buttons: list[QPushButton] = []
self._detected_on_show: bool = False
self._current_step_index: int = 0
self._file_items: list[dict] = []
self._last_import_signature: tuple[str, ...] | None = None
self._pending_import_signature: tuple[str, ...] | None = None
self._syncing_file_checks: bool = False
self._gameupdate_path: str = ""
self._init_ui()
def showEvent(self, event):
"""Auto-detect the saved game folder when the tab is first shown."""
super().showEvent(event)
if not self._detected_on_show and self._setting("last_game_folder", ""):
self._detected_on_show = True
if self.folder_edit.text().strip():
QTimer.singleShot(100, self._detect_folder)
def eventFilter(self, obj, event):
"""Toggle workflow file checks when clicking a row outside the checkbox."""
try:
if (
hasattr(self, "file_list")
and obj is self.file_list.viewport()
and event.type() == QEvent.MouseButtonRelease
and event.button() == Qt.LeftButton
):
item = self.file_list.itemAt(event.pos())
if item is None:
return False
item_rect = self.file_list.visualItemRect(item)
if event.pos().x() <= item_rect.left() + 26:
return False
item.setCheckState(
Qt.Unchecked if item.checkState() == Qt.Checked else Qt.Checked
)
return False
except Exception:
pass
return super().eventFilter(obj, event)
# ───────────────────────────────── 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
def _manifest_kinds(self) -> dict:
"""Return ``{json_filename: kind}`` from the manifest (used to pick which
files a translation phase should translate)."""
out: dict[str, str] = {}
manifest = self._read_manifest()
if manifest:
for entry in manifest.get("entries", []):
name, kind = entry.get("json"), entry.get("kind")
if name and kind:
out[name] = kind
return out
# ─────────────────────────── pristine originals ──────────────────────────
# WolfDawn injects by locating each Japanese `source` string inside the base
# binary and replacing it. That only works against the *original* (untranslated)
# binary: once a file has been injected it holds English, so re-injecting can no
# longer find the Japanese sources and every line is reported as "drift" (a
# silent no-op). To keep injection idempotent and re-runnable, we always inject
# from a pristine snapshot of the binaries into the live Data/ folder.
def _originals_dir(self) -> Path:
return self._work_dir() / "originals"
def _orig_base_for(self, entry: dict, data_dir: Path) -> Path:
"""Pristine-snapshot path mirroring an entry's base under originals/."""
base = Path(entry["base"])
try:
rel = base.relative_to(data_dir)
except ValueError:
rel = Path(base.name)
return self._originals_dir() / rel
def _snapshot_originals(self, entries: list[dict], data_dir: Path, log) -> None:
"""Copy the pristine base binaries into originals/ (only when missing, so a
good snapshot is never clobbered by a later extract of injected data)."""
for entry in entries:
if entry.get("kind") == "names":
continue
src = Path(entry["base"])
dst = self._orig_base_for(entry, data_dir)
if dst.exists():
continue
try:
if src.is_dir():
shutil.copytree(src, dst, dirs_exist_ok=True)
elif src.is_file():
dst.parent.mkdir(parents=True, exist_ok=True)
shutil.copy2(src, dst)
except Exception as exc:
log(f" ⚠ could not snapshot original {src.name}: {exc}")
def _ensure_originals(self, manifest: dict, log) -> None:
"""Make sure a pristine snapshot exists; if entries are missing it and the
game still has its .wolf archives (packaging renames them to .wolf.bak),
rebuild the snapshot by unpacking those archives into originals/."""
from util import wolfdawn
data_dir = Path(manifest["data_dir"])
entries = manifest.get("entries", [])
missing = [
e for e in entries
if e.get("kind") != "names" and not self._orig_base_for(e, data_dir).exists()
]
if not missing:
return
root = Path(self._game_root)
# Only the binary archives (MapData / BasicData) are needed for inject.
archives: list[Path] = []
for base in (root, data_dir):
if base.is_dir():
for pat in ("*.wolf", "*.wolf.bak"):
archives.extend(base.glob(pat))
wanted = [a for a in archives if a.name.lower().startswith(("mapdata", "basicdata"))]
if not wanted:
log(
" ⚠ No pristine originals and no .wolf archives to rebuild them from. "
"Re-run Step 0 (Unpack + Extract) on the untranslated game so injection "
"has an original to work from."
)
return
originals = self._originals_dir()
originals.mkdir(parents=True, exist_ok=True)
log("Rebuilding pristine originals from the game's .wolf archives …")
with tempfile.TemporaryDirectory() as tmp:
inputs: list[str] = []
for arc in wanted:
# unpack-all only accepts a .wolf extension; present .bak copies as .wolf.
if arc.suffix == ".bak":
staged = Path(tmp) / arc.with_suffix("").name # X.wolf.bak -> X.wolf
shutil.copy2(arc, staged)
inputs.append(str(staged))
else:
inputs.append(str(arc))
res = wolfdawn.unpack_all(inputs, str(originals), log_fn=log)
if not res.ok:
log(f" ⚠ could not rebuild originals (unpack exit {res.returncode}).")
def _restore_live_from_originals(
self, entries: list[dict], data_dir: Path, log
) -> None:
"""Copy pristine originals onto live Data/ binaries before names-inject.
``names-inject`` rewrites every DB pair, CommonEvent.dat, and every map.
Resetting from ``wolf_json/originals/`` first keeps them on one baseline.
"""
restored = 0
for entry in entries:
if entry.get("kind") == "names":
continue
orig = self._orig_base_for(entry, data_dir)
live = Path(entry["base"])
if not orig.exists():
log(f" ⚠ no pristine original for {entry['json']} — live file left as-is")
continue
try:
if orig.is_dir():
if live.exists():
shutil.rmtree(live)
shutil.copytree(orig, live)
else:
live.parent.mkdir(parents=True, exist_ok=True)
shutil.copy2(orig, live)
restored += 1
except Exception as exc:
log(f" ⚠ could not restore {live.name} from originals: {exc}")
if restored:
log(
f"Restored {restored} live binary file(s) from {WORK_DIR_NAME}/originals/."
)
# ───────────────────────────────── 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; }
""")
# Names curation comes before Translate so Phase 0 can seed vocab.txt.
_tab_defs = [
("0 Project", self._build_step0),
("1 Pre-process", self._build_step1_preprocess),
("2 Glossary", self._build_step1_glossary),
("3 Names", self._build_step3_names),
("4 Translate", self._build_step2_translate),
("5 Inject", self._build_step4_inject),
("6 Package", self._build_step5_package),
("7 Saves", self._build_step6_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)
self._step_tabs.currentChanged.connect(self._on_step_changed)
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):
# Tabs are built before the log panel, so guard against early calls.
if not hasattr(self, "log_area"):
return
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
if self._import_worker is not None and self._import_worker.isRunning():
QMessageBox.information(self, "Busy", "An import 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 — Project Folder"))
layout.addWidget(self._desc(
"Pick the WOLF game root folder (Game.exe plus Data.wolf or a loose Data/ folder). "
"Detection runs when you browse, press Enter, or reopen this tab. If wolf_json/ does "
"not exist yet, the tool unpacks .wolf archives when needed and extracts text into "
f"{WORK_DIR_NAME}/ automatically. Tick the JSON files to import, then leave this step "
"(or click Import) to copy them into files/ for translation."
))
row0 = QHBoxLayout()
self.folder_edit = QLineEdit()
self.folder_edit.setPlaceholderText("Path to game root folder…")
self.folder_edit.setText(self._setting("last_game_folder", "") or "")
self.folder_edit.returnPressed.connect(self._detect_folder)
row0.addWidget(self.folder_edit, 1)
browse_btn = _make_icon_btn("📁", "Browse for a game project folder")
browse_btn.clicked.connect(self._browse_folder)
row0.addWidget(browse_btn)
layout.addLayout(row0)
self.detected_label = QLabel("No folder detected yet.")
self.detected_label.setWordWrap(True)
self.detected_label.setStyleSheet(
"color:#6a9a6a;font-size:13px;padding:4px 8px;"
"background-color:#1f2b1f;border:1px solid #2a4a2a;"
"border-radius:4px;margin:4px 0;"
)
layout.addWidget(self.detected_label)
self.file_list = QListWidget()
self.file_list.setMinimumHeight(320)
self.file_list.setSizePolicy(QSizePolicy.Expanding, QSizePolicy.Expanding)
self.file_list.setSelectionMode(QAbstractItemView.ExtendedSelection)
self.file_list.itemChanged.connect(self._sync_selected_file_checks)
self.file_list.viewport().installEventFilter(self)
self.file_list.setStyleSheet(
"QListWidget{outline:none;border:1px solid #3c3c3c;"
"background-color:#252526;border-radius:4px;}"
"QListWidget::item{border:none;outline:none;padding:2px 6px;"
"color:#c8c8c8;}"
"QListWidget::item:selected{background-color:#252526;color:#c8c8c8;}"
"QListWidget::item:hover{background-color:#2d2d30;"
"border-left:2px solid #007acc;}"
)
layout.addWidget(self.file_list, 1)
row1 = QHBoxLayout()
row1.setSpacing(6)
select_all_btn = _make_icon_btn("", "Select all importable files")
select_all_btn.clicked.connect(self._select_all_files)
row1.addWidget(select_all_btn)
deselect_all_btn = _make_icon_btn("", "Deselect all files")
deselect_all_btn.clicked.connect(self._deselect_all_files)
row1.addWidget(deselect_all_btn)
sel_core = _make_icon_btn("", "Core only: databases, common events, names")
sel_core.setToolTip("Select core JSON files; deselect map scripts")
sel_core.clicked.connect(self._select_core_only)
row1.addWidget(sel_core)
import_btn = _make_icon_btn("📥", "Import selected files into files/")
import_btn.setEnabled(False)
import_btn.setToolTip("Replace files/ with exactly the checked files above")
import_btn.clicked.connect(lambda _checked=False: self._import_files())
self._register_import_button(import_btn)
row1.addWidget(import_btn)
row1.addStretch()
layout.addLayout(row1)
@staticmethod
def _task_box_style() -> str:
return (
"QWidget#tbox{"
"background-color:#252526;"
"border:1px solid #3c3c3c;"
"border-radius:6px;}"
)
def _build_step1_preprocess(self, layout: QVBoxLayout):
layout.addWidget(_make_section_label("Step 1 — Pre-process (optional)"))
header_row = QHBoxLayout()
header_row.addWidget(self._desc(
"Optional preparation before translating. Paths auto-fill when a project folder "
"is detected in Step 0."
))
header_row.addStretch()
layout.addLayout(header_row)
hint = QLabel(
"Format extracted JSON for clean git diffs, then copy the gameupdate/ patch "
"files into the game root for git tracking."
)
hint.setWordWrap(True)
hint.setStyleSheet("color:#9d9d9d;font-size:13px;padding-bottom:6px;")
layout.addWidget(hint)
tasks_box = QGroupBox()
tasks_box.setStyleSheet("QGroupBox{border:none;margin:0;padding:4px 0;}")
tb = QVBoxLayout(tasks_box)
tb.setSpacing(10)
layout.addWidget(tasks_box)
ta_title = QLabel("A — Format JSON files (dazedformat)")
ta_title.setStyleSheet("color:#4ec9b0;font-size:13px;font-weight:bold;")
tb.addWidget(ta_title)
ta = QWidget()
ta.setObjectName("tbox")
ta.setStyleSheet(self._task_box_style())
ta_inner = QVBoxLayout(ta)
ta_inner.setContentsMargins(10, 8, 10, 8)
ta_inner.setSpacing(4)
ta_desc = QLabel(
"Normalises JSON in the game's wolf_json/ folder and the tool's files/ folder "
"by round-tripping through json.load / json.dump (indent 4). Bundled — no install."
)
ta_desc.setWordWrap(True)
ta_desc.setStyleSheet("color:#9d9d9d;font-size:13px;")
ta_inner.addWidget(ta_desc)
ta_path_row = QHBoxLayout()
ta_path_row.addWidget(QLabel("wolf_json/:"))
self.pp_wolf_json_label = QLabel("(detect a project folder first)")
self.pp_wolf_json_label.setStyleSheet("color:#7a7a7a;font-size:13px;")
ta_path_row.addWidget(self.pp_wolf_json_label, 1)
ta_inner.addLayout(ta_path_row)
ta_btn_row = QHBoxLayout()
run_dazed = _make_btn("► Run dazedformat", "#555")
run_dazed.setFixedWidth(180)
run_dazed.clicked.connect(self._run_dazedformat)
ta_btn_row.addWidget(run_dazed)
ta_btn_row.addStretch()
ta_inner.addLayout(ta_btn_row)
tb.addWidget(ta)
tc_title = QLabel("B — Apply gameupdate/ patch files")
tc_title.setStyleSheet("color:#4ec9b0;font-size:13px;font-weight:bold;")
tb.addWidget(tc_title)
tc = QWidget()
tc.setObjectName("tbox")
tc.setStyleSheet(self._task_box_style())
tc_inner = QVBoxLayout(tc)
tc_inner.setContentsMargins(10, 8, 10, 8)
tc_inner.setSpacing(4)
tc_desc = QLabel(
"Copies everything from the gameupdate/ folder into the game's root folder, "
"overwriting existing files (updater scripts, patch scripts, .gitignore)."
)
tc_desc.setWordWrap(True)
tc_desc.setStyleSheet("color:#9d9d9d;font-size:13px;")
tc_inner.addWidget(tc_desc)
tc_src_row = QHBoxLayout()
tc_src_row.addWidget(QLabel("Source:"))
self.pp_gameupdate_edit = QLineEdit()
self.pp_gameupdate_edit.setPlaceholderText("Path to gameupdate/ folder…")
tc_src_row.addWidget(self.pp_gameupdate_edit, 1)
browse_gu = _make_btn("", "#444")
browse_gu.setIcon(browse_gu.style().standardIcon(QStyle.SP_DirOpenIcon))
browse_gu.setFixedWidth(34)
browse_gu.clicked.connect(self._browse_gameupdate)
tc_src_row.addWidget(browse_gu)
tc_inner.addLayout(tc_src_row)
tc_dst_row = QHBoxLayout()
tc_dst_row.addWidget(QLabel("Destination:"))
self.pp_gameupdate_dst_label = QLabel("(game root folder auto-filled from project)")
self.pp_gameupdate_dst_label.setStyleSheet("color:#7a7a7a;font-size:13px;")
tc_dst_row.addWidget(self.pp_gameupdate_dst_label, 1)
tc_inner.addLayout(tc_dst_row)
tc_btn_row = QHBoxLayout()
tc_btn_row.setSpacing(8)
run_gu = _make_btn("► Copy gameupdate/", "#555")
run_gu.setFixedWidth(180)
run_gu.clicked.connect(self._run_gameupdate)
tc_btn_row.addWidget(run_gu)
run_all_btn = _make_btn("►► Run Both Tasks", "#007acc")
run_all_btn.setFixedWidth(180)
run_all_btn.setToolTip("Run dazedformat, then copy gameupdate/")
run_all_btn.clicked.connect(self._run_all_preprocess)
tc_btn_row.addWidget(run_all_btn)
tc_btn_row.addStretch()
tc_inner.addLayout(tc_btn_row)
tb.addWidget(tc)
def _register_import_button(self, button: QPushButton) -> None:
self._import_buttons.append(button)
def _set_import_buttons_enabled(self, enabled: bool) -> None:
for button in self._import_buttons:
button.setEnabled(enabled)
def _browse_folder(self):
start = self.folder_edit.text() or self._setting("last_game_folder", "") or str(Path.home())
folder = QFileDialog.getExistingDirectory(self, "Select Game Root Folder", start)
if folder:
self.folder_edit.setText(folder)
self._save_setting("last_game_folder", folder)
self._detected_on_show = True
self._ask_clear_old_files()
self._detect_folder()
def _ask_clear_old_files(self):
"""Prompt to clear files/ and translated/ when switching games."""
msg = QMessageBox(self)
msg.setWindowTitle("Clear Previous Translation Data?")
msg.setText(
"Do you want to clear the <b>files/</b> and <b>translated/</b> folders?\n\n"
"This is recommended when switching to a new game project to avoid "
"old translations conflicting with the new one."
)
msg.setIcon(QMessageBox.Question)
msg.setStandardButtons(QMessageBox.Yes | QMessageBox.No)
msg.setDefaultButton(QMessageBox.Yes)
if msg.exec_() != QMessageBox.Yes:
return
base = Path(__file__).resolve().parent.parent
cleared = 0
errors: list[str] = []
for folder_name in ("files", "translated"):
target = base / folder_name
if not target.is_dir():
continue
for child in target.iterdir():
if child.name == ".gitkeep":
continue
try:
if child.is_dir():
shutil.rmtree(child)
else:
child.unlink()
cleared += 1
except Exception as exc:
errors.append(f"{child.name}: {exc}")
if cleared:
self._log(f"🗑 Cleared {cleared} item(s) from files/ and translated/.")
else:
self._log(" files/ and translated/ were already empty.")
for err in errors:
self._log(f"⚠ Could not remove {err}")
def _detect_folder(self):
folder = self.folder_edit.text().strip()
if not folder:
self._log("⚠ No folder path entered.")
return
if not Path(folder).is_dir():
self.detected_label.setText("❌ Folder not found. Pick a valid game directory.")
self.detected_label.setStyleSheet(
"color:#f48771;font-size:13px;padding:4px 8px;"
"background-color:#2b1a1a;border:1px solid #5a2a2a;"
"border-radius:4px;margin:4px 0;"
)
return
self._save_setting("last_game_folder", folder)
self._game_root = folder
self.detected_label.setText("Scanning…")
self.detected_label.setStyleSheet(
"color:#9d9d9d;font-size:13px;padding:4px 8px;"
"background-color:#252526;border:1px solid #3c3c3c;"
"border-radius:4px;margin:4px 0;"
)
self.file_list.clear()
self._set_import_buttons_enabled(False)
self._last_import_signature = None
self._pending_import_signature = None
info = detect_wolf_layout(folder)
self._layout = info
if info["engine"] != "WOLF":
self.detected_label.setText(
"⚠ No WOLF layout found (no .wolf archives or loose Data/ with maps/CommonEvent.dat)."
)
self.detected_label.setStyleSheet(
"color:#e9a12a;font-size:13px;padding:4px 8px;"
"background-color:#2b2010;border:1px solid #5a4010;"
"border-radius:4px;margin:4px 0;"
)
self._log(f"Detect: no WOLF layout found in {folder}")
return
parts = [f"Engine: WOLF · Game root: {folder}"]
if info.get("unpacked"):
parts.append(f"Data/: {info['data_dir']}")
archives = info.get("archives") or []
if archives:
parts.append(f"{len(archives)} .wolf archive(s)")
self.detected_label.setText("\n".join(parts))
self.detected_label.setStyleSheet(
"color:#6a9a6a;font-size:13px;padding:4px 8px;"
"background-color:#1f2b1f;border:1px solid #2a4a2a;"
"border-radius:4px;margin:4px 0;"
)
self._log("Detect: " + " | ".join(parts))
self._populate_preprocess_paths()
QTimer.singleShot(50, self._ensure_wolf_json)
def _ensure_wolf_json(self):
"""Create wolf_json/ when missing (unpack + extract), then refresh the import list."""
if not self._game_root:
return
if self._worker is not None and self._worker.isRunning():
return
manifest = self._read_manifest()
if manifest and manifest.get("entries"):
self._scan_wolf_files()
return
info = self._layout or detect_wolf_layout(self._game_root)
self._layout = info
if info.get("archives") and not info.get("unpacked"):
self._log("Auto-setup: unpacking .wolf archives …")
self._unpack(on_done=self._on_auto_unpack_done, interactive=False)
return
if info.get("data_dir"):
self._log("Auto-setup: extracting text into wolf_json/ …")
self._extract_to_work_dir(on_done=lambda ok, _m: self._scan_wolf_files() if ok else None)
return
self._log("⚠ No unpacked Data/ folder and no .wolf archives to unpack.")
def _on_auto_unpack_done(self, ok: bool, _msg: str):
if not ok:
return
self._layout = detect_wolf_layout(self._game_root)
if self._layout.get("data_dir"):
self._log("Auto-setup: extracting text into wolf_json/ …")
self._extract_to_work_dir(on_done=lambda ok2, _m: self._scan_wolf_files() if ok2 else None)
def _scan_wolf_files(self):
if not self._game_root:
return
work_dir = self._work_dir()
manifest = self._read_manifest()
if not manifest or not manifest.get("entries"):
self.file_list.clear()
self._set_import_buttons_enabled(False)
return
items = list_wolf_json_files(work_dir, manifest)
self._file_items = items
self.file_list.clear()
for item in items:
cat = item["category"]
icon = "📄" if cat == "core" else ("🗺" if cat == "map" else "")
lw = QListWidgetItem(f"{icon} {item['name']} ({item['size_kb']:.1f} KB)")
lw.setData(Qt.UserRole, item)
lw.setFlags(lw.flags() | Qt.ItemIsEnabled | Qt.ItemIsSelectable | Qt.ItemIsUserCheckable)
lw.setCheckState(Qt.Checked if item["default"] else Qt.Unchecked)
if cat == "core":
lw.setForeground(QColor("#9cdcfe"))
elif cat == "map":
lw.setForeground(QColor("#c5c5c0"))
self.file_list.addItem(lw)
self._set_import_buttons_enabled(bool(items))
self._populate_preprocess_paths()
self._log(f"Found {len(items)} importable file(s) in {WORK_DIR_NAME}/.")
if items:
self._log("Checked files import into files/ when you leave Step 0 or click 📥.")
def _select_all_files(self):
if not self.file_list.count():
return
self._syncing_file_checks = True
try:
for i in range(self.file_list.count()):
self.file_list.item(i).setCheckState(Qt.Checked)
finally:
self._syncing_file_checks = False
def _deselect_all_files(self):
if not self.file_list.count():
return
self._syncing_file_checks = True
try:
for i in range(self.file_list.count()):
self.file_list.item(i).setCheckState(Qt.Unchecked)
finally:
self._syncing_file_checks = False
def _select_core_only(self):
self._syncing_file_checks = True
try:
for i in range(self.file_list.count()):
item = self.file_list.item(i)
data = item.data(Qt.UserRole)
is_core = bool(data and data.get("category") == "core")
item.setCheckState(Qt.Checked if is_core else Qt.Unchecked)
finally:
self._syncing_file_checks = False
def _sync_selected_file_checks(self, changed_item: QListWidgetItem):
if self._syncing_file_checks:
return
selected = self.file_list.selectedItems()
if len(selected) <= 1 or changed_item not in selected:
return
self._syncing_file_checks = True
try:
new_state = changed_item.checkState()
for item in selected:
if item is not changed_item:
item.setCheckState(new_state)
finally:
self._syncing_file_checks = False
def _selected_import_items(self) -> list[dict]:
selected = []
for i in range(self.file_list.count()):
lw = self.file_list.item(i)
if lw.checkState() == Qt.Checked:
selected.append(lw.data(Qt.UserRole))
return selected
def _import_signature(self, selected: list[dict] | None = None) -> tuple[str, ...]:
selected = selected if selected is not None else self._selected_import_items()
return tuple(sorted(str(item.get("name", "")) for item in selected if item))
def _auto_import_if_needed(self) -> None:
selected = self._selected_import_items()
signature = self._import_signature(selected)
if not signature:
return
if signature in (self._last_import_signature, self._pending_import_signature):
return
self._log("Auto-importing checked project files into files/ before leaving Project.")
self._import_files(confirm=False, selected=selected, signature=signature)
def _import_files(
self,
confirm: bool = True,
selected: list[dict] | None = None,
signature: tuple[str, ...] | None = None,
):
selected = selected if selected is not None else self._selected_import_items()
if not selected:
self._log("⚠ No files selected.")
return
signature = signature if signature is not None else self._import_signature(selected)
if self._pending_import_signature == signature:
self._log(" Import for the current selection is already running.")
return
if confirm and not self._confirm_import_overwrite(selected):
self._log(" Import cancelled; files/ was left unchanged.")
return
self._set_import_buttons_enabled(False)
self._pending_import_signature = signature
worker = _ImportWorker(selected, "files")
worker.log.connect(self._log)
worker.done.connect(self._on_import_done)
self._import_worker = worker
worker.start()
def _confirm_import_overwrite(self, selected: list[dict]) -> bool:
files_dir = Path("files")
existing = [
item for item in files_dir.iterdir()
if item.name != ".gitkeep"
] if files_dir.exists() else []
if not existing:
return True
reply = QMessageBox.warning(
self,
"Import game files",
"Importing selected game files will delete the existing contents of files/ "
"before copying the new files.\n\n"
f"Existing items: {len(existing)}\n"
f"Selected files to import: {len(selected)}\n\n"
"Continue and overwrite files/?",
QMessageBox.Yes | QMessageBox.Cancel,
QMessageBox.Cancel,
)
return reply == QMessageBox.Yes
def _on_import_done(self, count: int, errors: list):
self._set_import_buttons_enabled(bool(self.file_list.count()))
if errors:
self._log(f"{len(errors)} error(s) during import:")
for e in errors[:10]:
self._log(f" {e}")
else:
self._last_import_signature = self._pending_import_signature
self._pending_import_signature = None
self._log(f"✅ Imported {count} file(s) into files/")
def _populate_preprocess_paths(self):
game_root = self.folder_edit.text().strip()
work_dir = str(self._work_dir()) if self._game_root else ""
if hasattr(self, "pp_wolf_json_label"):
self.pp_wolf_json_label.setText(work_dir or "(no wolf_json/ yet — detect in Step 0)")
self._gameupdate_path = str(PROJECT_ROOT / "gameupdate")
if hasattr(self, "pp_gameupdate_edit"):
self.pp_gameupdate_edit.setText(self._gameupdate_path)
if hasattr(self, "pp_gameupdate_dst_label"):
self.pp_gameupdate_dst_label.setText(game_root or "(no game folder detected)")
def _browse_gameupdate(self):
start = self.pp_gameupdate_edit.text() or self.folder_edit.text()
folder = QFileDialog.getExistingDirectory(self, "Select gameupdate folder", start)
if folder:
self.pp_gameupdate_edit.setText(folder)
def _run_dazedformat(self):
if not self._game_root:
self._log("⚠ No game folder set. Complete Step 0 first.")
return
work_dir = self._work_dir()
files_dir = Path("files")
def task(log):
from util.dazedformat import format_json_files
total = 0
errors: list[str] = []
for label, d in ((f"{WORK_DIR_NAME}/", 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"dazedformat: {total} formatted, {len(errors)} error(s)."
if total == 0:
return False, "No JSON files found to format."
return True, f"dazedformat: {total} file(s) formatted successfully."
self._run_task(task)
def _run_gameupdate(self):
src = self.pp_gameupdate_edit.text().strip()
dst = self.folder_edit.text().strip()
if not src:
self._log("⚠ No gameupdate folder path set.")
return
if not dst:
self._log("⚠ No game root folder set. Complete Step 0 first.")
return
if not Path(src).is_dir():
self._log(f"⚠ gameupdate folder not found: {src}")
return
w = _FileCopyWorker(src, dst)
w.log.connect(self._log)
w.done.connect(self._on_gameupdate_done)
self._import_worker = w # reuse slot; not WolfTaskWorker
w.start()
def _on_gameupdate_done(self, count: int, errors: list):
self._log(f"✅ gameupdate: copied {count} file(s).")
for e in errors:
self._log(f"{e}")
def _run_all_preprocess(self):
if not self._game_root:
self._log("⚠ No game folder set. Complete Step 0 first.")
return
def task(log):
from util.dazedformat import format_json_files
work_dir = self._work_dir()
files_dir = Path("files")
total = 0
errors: list[str] = []
for label, d in ((f"{WORK_DIR_NAME}/", work_dir), ("files/", files_dir)):
if not Path(d).is_dir():
log(f" ⏭ Skipped dazedformat on {label} (folder missing)")
continue
log(f"[A] Formatting JSON in {label}")
count, errs = format_json_files(d, log=log)
total += count
errors.extend(errs)
if errors:
return False, f"Pre-process: formatted {total} file(s), {len(errors)} error(s)."
src = self.pp_gameupdate_edit.text().strip()
dst = self.folder_edit.text().strip()
if not src or not Path(src).is_dir():
log(" ⏭ Skipped gameupdate copy (source not found)")
elif not dst:
log(" ⏭ Skipped gameupdate copy (no game root)")
else:
log("[B] Copying gameupdate/ …")
copied = 0
for fp in sorted(Path(src).rglob("*")):
if not fp.is_file():
continue
rel = fp.relative_to(src)
target = Path(dst) / rel
try:
target.parent.mkdir(parents=True, exist_ok=True)
shutil.copy2(fp, target)
copied += 1
except Exception as exc:
errors.append(f"{rel}: {exc}")
log(f" Copied {copied} gameupdate file(s).")
if errors:
return False, "Pre-process finished with errors (see log)."
return True, "Pre-process: dazedformat and gameupdate copy finished."
self._run_task(task)
def _unpack(self, on_done=None, *, interactive: bool = True):
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?).")
if interactive:
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 into Data/."
self._run_task(task, on_done=on_done)
def _extract_to_work_dir(self, *, interactive: bool = True, on_done=None):
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:
if interactive:
QMessageBox.warning(
self, "Extract",
"No unpacked Data/ folder found. Run unpack first.",
)
else:
self._log("Extract: no unpacked Data/ folder found.")
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})")
ce = basic / "CommonEvent.dat"
if ce.is_file():
_extract_one(ce, "CommonEvent.dat.json", "common")
for stem in ("DataBase", "CDataBase", "SysDatabase"):
proj = basic / f"{stem}.project"
if proj.is_file():
_extract_one(proj, f"{stem}.project.json", "db")
gd = basic / "Game.dat"
if gd.is_file():
_extract_one(gd, "Game.dat.json", "gamedat")
for mps in sorted(maps_dir.glob("*.mps")):
_extract_one(mps, f"{mps.name}.json", "map")
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"})
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"
)
self._snapshot_originals(manifest_entries, Path(data_dir), log)
return True, (
f"Extracted {len(manifest_entries)} document(s) into {WORK_DIR_NAME}/. "
"Import checked files into files/ from Step 0."
)
self._run_task(task, on_done=on_done)
# ── Step 2: Glossary ───────────────────────────────────────────────────────
def _build_step1_glossary(self, layout: QVBoxLayout):
layout.addWidget(_make_section_label("Step 2 · Glossary (build before translating)"))
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. Build it "
"before translating (Step 4) so the AI already knows every character and term. "
"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)
note = self._desc(
"You don't need to add item / skill / enemy value names here: they're curated in "
"Step 3 and the safe ones are harvested into vocab.txt automatically during Phase 0. "
"Focus this glossary on characters and worldbuilding terms."
)
layout.addWidget(note)
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 3: Translate (phased) ─────────────────────────────────────────────
def _build_step2_translate(self, layout: QVBoxLayout):
layout.addWidget(_make_section_label("Step 4 · Translate (phased)"))
layout.addWidget(self._desc(
"Sends the extracted files in files/ to the Translation tab using the Wolf RPG "
"(WolfDawn) module. Only the 'text' fields are filled in; 'source' is preserved so "
"injection can verify each line. Run the phases in order: Phase 0 translates the safe "
"names and writes them into vocab.txt, so Phases 1 and 2 translate descriptions and "
"in-engine text with consistent item / skill / character names (RPGMaker's DB-first strategy)."
))
self._add_phase_buttons(layout)
def _add_phase_buttons(self, layout: QVBoxLayout):
"""Three ordered translation phases selected by manifest kind."""
layout.addWidget(_make_hr())
layout.addWidget(self._subheading("Phase 0 · Names → vocab.txt"))
layout.addWidget(self._desc(
"Translates only the safe name categories you approved in Step 3 and harvests them into "
"vocab.txt (grouped by category, e.g. \"Weapon · 武器\"). Curate safe categories and pick "
"the translation mode in Step 3 first, or nothing is translated. Also runnable from Step 3."
))
p0 = self._register(_make_btn("▶ Phase 0 · Translate names", "#00a86b"))
p0.clicked.connect(
lambda: self._navigate_to_translation(kinds=PHASE_NAMES_KINDS, auto_start=True)
)
layout.addWidget(p0)
layout.addWidget(_make_hr())
layout.addWidget(self._subheading("Phase 1 · Database text"))
layout.addWidget(self._desc(
"Item / skill / state descriptions and system messages from DataBase.project and "
"CDataBase.project. Run after Phase 0 so names stay consistent."
))
p1 = self._register(_make_btn("▶ Phase 1 · Translate database text", "#00a86b"))
p1.clicked.connect(
lambda: self._navigate_to_translation(kinds=PHASE_DB_KINDS, auto_start=True)
)
layout.addWidget(p1)
layout.addWidget(_make_hr())
layout.addWidget(self._subheading("Phase 2 · Maps / events"))
layout.addWidget(self._desc(
"Map scripts (.mps), common events (CommonEvent.dat), Game.dat, and Evtext - story "
"dialogue, UI/objective strings, and other event text. Run last so it benefits from "
"the names and terms translated in the earlier phases. Speaker handling and text wrap "
"below apply to the dialogue-like lines in this phase."
))
self._add_speaker_options(layout)
self._add_wrap_options(layout)
p2 = self._register(_make_btn("▶ Phase 2 · Translate maps / events", "#00a86b"))
p2.clicked.connect(
lambda: self._navigate_to_translation(kinds=PHASE_MAPS_EVENTS_KINDS, auto_start=True)
)
layout.addWidget(p2)
layout.addWidget(_make_hr())
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_speaker_options(self, layout: QVBoxLayout):
"""Speaker handling: nameplates are automatic; the low-confidence guess is
an AI-recommended per-game setting."""
from util import speakers as wolf_speakers
layout.addWidget(_make_hr())
layout.addWidget(self._subheading("Speaker handling"))
layout.addWidget(self._desc(
"WolfDawn already detects who speaks on each line, so this is automatic: lines "
"with a real nameplate (a face window precedes the name) are always reshaped into "
"the \"[Speaker]: line\" format the prompt understands, translated, and restored to "
"WOLF's native \"Speaker⏎line\" layout on inject. The only judgement call is whether "
"to trust WolfDawn's low-confidence guesses (a short first line with no face window "
"that might be a name - or might just be the start of dialogue)."
))
layout.addWidget(self._desc(
"Ask the AI managing the game repo to decide: the prompt has it inspect the "
"extracted files/ and recommend whether low-confidence first-line names should be "
"reshaped for this game. Then set the box below to match."
))
prompt_btn = _make_btn("📋 Copy speaker-format prompt for Copilot / Cursor", "#5a3a7a")
prompt_btn.clicked.connect(self._copy_wolf_speaker_prompt)
layout.addWidget(prompt_btn)
cfg = wolf_speakers.load_config()
self._speaker_lo_cb = QCheckBox(
"Reshape low-confidence first-line names (enable if the AI says this game uses them)"
)
self._speaker_lo_cb.setChecked(bool(cfg.get("literal_line1_lowconf", True)))
self._speaker_lo_cb.stateChanged.connect(self._save_speaker_options)
layout.addWidget(self._speaker_lo_cb)
def _copy_wolf_speaker_prompt(self):
try:
QApplication.clipboard().setText(_WOLF_SPEAKER_PROMPT)
self._log(
"📋 Speaker-format prompt copied. Paste it into Cursor/Copilot with files/ open; "
"set the low-confidence box to match its recommendation."
)
except Exception as exc:
self._log(f"❌ Could not copy speaker prompt: {exc}")
def _save_speaker_options(self):
from util import speakers as wolf_speakers
try:
wolf_speakers.save_config({
"literal_line1_lowconf": self._speaker_lo_cb.isChecked(),
})
except Exception as exc:
self._log(f"❌ Could not save speaker options: {exc}")
def _add_wrap_options(self, layout: QVBoxLayout):
"""Dialogue text-wrap width (like the RPGMaker workflow, via dazedwrap)."""
layout.addWidget(_make_hr())
layout.addWidget(self._subheading("Text wrap width"))
layout.addWidget(self._desc(
"Re-wraps the translated English dialogue so it fits WOLF's message box. "
"Only the dialogue body is wrapped - a speaker's name line (the line break "
"right after a nameplate) is always kept separate. Lower the width if lines "
"overflow in-game; raise it if text wraps too early. Applies on the next run."
))
wrap_env = self._read_env_values(["wolfWrap", "wolfWidth"])
self._wrap_enable_cb = QCheckBox("Wrap translated dialogue")
enabled = str(wrap_env.get("wolfWrap", "true")).strip().lower() != "false"
self._wrap_enable_cb.setChecked(enabled)
self._wrap_enable_cb.stateChanged.connect(self._apply_wrap_config)
layout.addWidget(self._wrap_enable_cb)
row = QHBoxLayout()
width_lbl = QLabel("Width (characters):")
width_lbl.setStyleSheet("color:#cccccc;font-size:12px;background:transparent;")
self._wrap_width_spin = QSpinBox()
self._wrap_width_spin.setRange(20, 300)
try:
self._wrap_width_spin.setValue(int(wrap_env.get("wolfWidth") or 55))
except ValueError:
self._wrap_width_spin.setValue(55)
self._wrap_width_spin.setFixedWidth(70)
self._wrap_width_spin.valueChanged.connect(self._apply_wrap_config)
row.addWidget(width_lbl)
row.addWidget(self._wrap_width_spin)
row.addStretch()
layout.addLayout(row)
def _apply_wrap_config(self, *args):
"""Persist wolfWrap / wolfWidth to .env so the next translation run uses them."""
updates = {
"wolfWrap": "true" if self._wrap_enable_cb.isChecked() else "false",
"wolfWidth": str(self._wrap_width_spin.value()),
}
if self._write_env_values(updates):
self._log(
"Text wrap updated: "
+ ", ".join(f"{k}={v}" for k, v in updates.items())
)
def _read_env_values(self, keys) -> dict:
"""Read a few `key='value'` pairs from .env (best effort)."""
import re as _re
out = {}
env_path = Path(".env")
if not env_path.exists():
return out
try:
text = env_path.read_text(encoding="utf-8")
except Exception:
return out
for key in keys:
m = _re.search(rf"^{_re.escape(key)}\s*=\s*'([^']*)'", text, _re.MULTILINE)
if m:
out[key] = m.group(1)
return out
def _write_env_values(self, updates: dict) -> bool:
"""Update/insert `key='value'` pairs in .env. Returns True on success."""
import re as _re
env_path = Path(".env")
try:
text = env_path.read_text(encoding="utf-8") if env_path.exists() else ""
for key, val in updates.items():
text, n = _re.subn(
rf"^({_re.escape(key)}\s*=\s*')[^']*(')",
rf"\g<1>{val}\g<2>",
text,
flags=_re.MULTILINE,
)
if n == 0:
text = text.rstrip("\n") + f"\n{key}='{val}'\n"
env_path.write_text(text, encoding="utf-8")
return True
except Exception as exc:
self._log(f"❌ Could not update .env: {exc}")
return False
def _add_tl_mode_selector(self, layout: QVBoxLayout):
"""Normal vs Batch selector for all Wolf workflow translation phases."""
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(
"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,
kinds: set[str] | None = None,
auto_start: bool = False,
):
"""Switch to the Translation tab, select the WolfDawn module, and check files.
Selection precedence: ``only`` (a single filename) > ``kinds`` (a phase's
manifest kinds, e.g. ``{"db"}``) > legacy bulk (everything except
names.json).
"""
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
kind_map = self._manifest_kinds() if kinds is not None else {}
try:
tt.refresh_file_lists()
fl = tt.file_list
for idx in range(fl.count()):
item = fl.item(idx)
name = item.text()
if only is not None:
# Targeted run: check exactly that file.
check = name == only
elif kinds is not None:
# Phase run: check files whose manifest kind is in this phase.
check = kind_map.get(name) in kinds
else:
# Bulk run: everything except names.json.
check = name != NAMES_JSON
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 2: Names ──────────────────────────────────────────────────────────
def _build_step3_names(self, layout: QVBoxLayout):
layout.addWidget(_make_section_label("Step 3 · Curate Name Values (names.json)"))
layout.addWidget(self._desc(
"names.json lists every item / skill / enemy / variable value name WolfDawn found. "
"Translating all of them WILL break the game: many double as logic keys (compared by "
"value, used as variable / file / event names). WolfDawn tags each name with its WOLF "
"database category (a 'note'), so instead of judging thousands of names you choose "
"which categories are safe on-screen text. The translator only touches those; by "
"default none are selected, so nothing changes until you opt categories in."
))
layout.addWidget(self._subheading("1 · Ask a repo-aware AI which categories are safe"))
layout.addWidget(self._desc(
"Copy the prompt into Cursor or Copilot Chat with the extracted files/ JSON open. It "
"groups names by category, checks how each is used, and returns a JSON list of the "
"safe categories in a code block. Conservative by design - ambiguous categories are "
"left out."
))
prompt_btn = _make_btn("📋 Copy names-safety prompt for Copilot / Cursor", "#5a3a7a")
prompt_btn.clicked.connect(self._copy_wolf_names_prompt)
layout.addWidget(prompt_btn)
layout.addWidget(_make_hr())
layout.addWidget(self._subheading("2 · Choose safe categories"))
layout.addWidget(self._desc(
"Paste the AI's JSON list below and click Apply to tick the matching categories, or "
"tick them by hand. Each row shows the category, how many names it has, and an "
"example. Save writes your choice to data/wolf_safe_notes.json."
))
self.names_paste = QTextEdit()
self.names_paste.setMaximumHeight(70)
self.names_paste.setFont(QFont("Consolas", 9))
self.names_paste.setPlaceholderText('Paste the AI list here, e.g. ["武器", "技能", "アイテム"]')
self.names_paste.setStyleSheet(
"QTextEdit{background-color:#252526;color:#d4d4d4;border:1px solid #3c3c3c;"
"border-radius:4px;padding:6px;selection-background-color:#264f78;}"
)
layout.addWidget(self.names_paste)
prow = QHBoxLayout()
apply_btn = _make_btn("Apply pasted list", "#007acc")
apply_btn.clicked.connect(self._apply_pasted_notes)
prow.addWidget(apply_btn)
prow.addStretch()
layout.addLayout(prow)
self.notes_list = QListWidget()
self.notes_list.setMinimumHeight(200)
self.notes_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.notes_list, 1)
nrow = QHBoxLayout()
save_btn = _make_btn("💾 Save safe categories", "#3a7a3a")
save_btn.clicked.connect(self._save_safe_notes)
nrow.addWidget(save_btn)
reload_btn = _make_btn("↻ Refresh", "#555")
reload_btn.clicked.connect(self._reload_notes_list)
nrow.addWidget(reload_btn)
none_btn = _make_btn("Select none", "#3a3a3a")
none_btn.clicked.connect(lambda: self._set_note_checks(False))
nrow.addWidget(none_btn)
nrow.addStretch()
layout.addLayout(nrow)
self._reload_notes_list()
layout.addWidget(_make_hr())
layout.addWidget(self._subheading("3 · Translate the safe names (Phase 0)"))
layout.addWidget(self._desc(
"After saving, translate only the approved categories. The WolfDawn module skips every "
"other name (leaving it identical to the source) and harvests the translated names into "
"vocab.txt (grouped by category) so the later Translate phases stay consistent. This is "
"the first translation step - pick Normal or Batch below, then run Phase 0 here or from "
"Step 4 (the same mode applies to all phases)."
))
self._add_tl_mode_selector(layout)
tl_btn = self._register(_make_btn("Translate safe names now (Phase 0)", "#00a86b"))
tl_btn.clicked.connect(
lambda: self._navigate_to_translation(kinds=PHASE_NAMES_KINDS, auto_start=True)
)
layout.addWidget(tl_btn)
def _copy_wolf_names_prompt(self):
try:
QApplication.clipboard().setText(_WOLF_NAMES_PROMPT)
self._log("📋 Names-safety prompt copied. Paste it into Cursor/Copilot with files/ open.")
except Exception as exc:
self._log(f"❌ Could not copy names prompt: {exc}")
def _names_json_path(self) -> Path | None:
"""Locate names.json for reading its note categories (files/ then wolf_json/)."""
for base in (Path("files"), self._work_dir()):
p = base / NAMES_JSON
if p.is_file():
return p
return None
def _distinct_notes(self):
"""Return [(note, count, sample_source), ...] from names.json, or None."""
src = self._names_json_path()
if src is None:
return None
try:
with open(src, "r", encoding="utf-8-sig") as f:
data = json.load(f)
except Exception as exc:
self._log(f"❌ Could not read {NAMES_JSON}: {exc}")
return None
counts: dict[str, int] = {}
samples: dict[str, str] = {}
for entry in data.get("names", []):
if not isinstance(entry, dict):
continue
note = str(entry.get("note", ""))
counts[note] = counts.get(note, 0) + 1
if note not in samples:
samples[note] = str(entry.get("source", ""))
# Most populous categories first - the safe display ones tend to be larger.
ordered = sorted(counts.items(), key=lambda kv: (-kv[1], kv[0]))
return [(note, cnt, samples.get(note, "")) for note, cnt in ordered]
def _reload_notes_list(self):
if not hasattr(self, "notes_list"):
return
self.notes_list.clear()
notes = self._distinct_notes()
if notes is None:
item = QListWidgetItem("No names.json found — run Step 0 (Extract text) first.")
item.setFlags(Qt.ItemIsEnabled)
self.notes_list.addItem(item)
return
safe = set(wolf_names.load_safe_notes())
for note, cnt, sample in notes:
sample = sample.replace("\n", " ").replace("\r", " ")
if len(sample) > 40:
sample = sample[:40] + ""
label = f"{note or '(no category)'} · {cnt} name(s) · e.g. {sample}"
item = QListWidgetItem(label)
item.setData(Qt.UserRole, note)
item.setFlags(Qt.ItemIsUserCheckable | Qt.ItemIsEnabled)
item.setCheckState(Qt.Checked if note in safe else Qt.Unchecked)
self.notes_list.addItem(item)
def _set_note_checks(self, checked: bool):
if not hasattr(self, "notes_list"):
return
state = Qt.Checked if checked else Qt.Unchecked
for i in range(self.notes_list.count()):
it = self.notes_list.item(i)
if it.flags() & Qt.ItemIsUserCheckable:
it.setCheckState(state)
def _apply_pasted_notes(self):
text = self.names_paste.toPlainText().strip()
if text.startswith("```"):
lines = text.splitlines()
if lines and lines[0].startswith("```"):
lines = lines[1:]
if lines and lines[-1].strip().startswith("```"):
lines = lines[:-1]
text = "\n".join(lines).strip()
try:
parsed = json.loads(text)
if not isinstance(parsed, list):
raise ValueError("expected a JSON array of note strings")
wanted = {str(n) for n in parsed}
except Exception as exc:
QMessageBox.warning(
self, "Invalid list",
f"Paste the AI's JSON array of category names.\n{exc}",
)
return
matched = 0
unmatched = set(wanted)
for i in range(self.notes_list.count()):
it = self.notes_list.item(i)
if not (it.flags() & Qt.ItemIsUserCheckable):
continue
note = it.data(Qt.UserRole)
if note in wanted:
it.setCheckState(Qt.Checked)
matched += 1
unmatched.discard(note)
else:
it.setCheckState(Qt.Unchecked)
msg = f"Ticked {matched} categor(y/ies) from the pasted list."
if unmatched:
msg += f" {len(unmatched)} not found in this game: {', '.join(sorted(unmatched))}"
self._log(msg)
def _save_safe_notes(self):
if not hasattr(self, "notes_list"):
return
safe = []
for i in range(self.notes_list.count()):
it = self.notes_list.item(i)
if (it.flags() & Qt.ItemIsUserCheckable) and it.checkState() == Qt.Checked:
safe.append(it.data(Qt.UserRole))
try:
wolf_names.save_safe_notes(safe)
self._log(
f"✅ Saved {len(safe)} safe categor(y/ies) to data/wolf_safe_notes.json. "
"Translate the safe names below, then inject in Step 5."
)
except Exception as exc:
self._log(f"❌ Could not save safe categories: {exc}")
# ── Step 4: Inject ─────────────────────────────────────────────────────────
def _build_step4_inject(self, layout: QVBoxLayout):
layout.addWidget(_make_section_label("Step 5 · Inject Translations"))
layout.addWidget(self._desc(
"Writes the translated text back into the game's Data/ binaries with WolfDawn, "
"byte-exact. The curated name values from Step 3 are applied across Data/ (only the "
"entries you translated change). Lines whose inline codes changed are skipped and "
"reported (unless you allow drift). Full inject and any inject that includes "
f"{NAMES_JSON} reset live Data/ from {WORK_DIR_NAME}/originals/ first."
))
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)
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"{NAMES_JSON} appears here once you've curated and saved it in Step 3; tick it to "
"apply the safe name values 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 curated name values (Step 3) "
"across Data/. Use this once translation is complete before packaging in Step 6."
))
inject_btn = self._register(_make_btn("Inject all translations", "#00a86b"))
inject_btn.clicked.connect(lambda: 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 _on_step_changed(self, idx: int):
previous = self._current_step_index
self._current_step_index = idx
if previous == 0 and idx != 0:
self._auto_import_if_needed()
# Index 3 == Names: refresh the note-category checklist from names.json.
if idx == 3:
self._reload_notes_list()
# Index 5 == Inject: keep the quick-inject picker in sync with translated/.
elif idx == 5:
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 4.")
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
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 4 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, only_json: set[str] | None = None):
"""Inject translations into the game's Data/ binaries.
only_json:
None — full inject: every document + curated name values across Data/.
set(names)— quick inject: only those JSON files; the curated name values
are applied across Data/ only when NAMES_JSON is included.
Name values are applied only when translated/names.json exists (i.e. the
user curated it in Step 3); otherwise names are left untouched.
"""
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
# Guarantee a pristine snapshot to inject from (rebuild from archives if
# an older extraction predates snapshotting).
self._ensure_originals(manifest, log)
entries = manifest["entries"]
data_dir = manifest["data_dir"]
data_dir_path = Path(data_dir)
applied = 0
failed = 0
names_entry = next((e for e in entries if e["kind"] == "names"), None)
names_src = (
self._translated_or_source(names_entry["json"])
if names_entry
else None
)
will_names = bool(
names_entry
and names_src is not None
and (only_json is None or names_entry["json"] in only_json)
)
if only_json is None or will_names:
log(f"Resetting live Data/ from {WORK_DIR_NAME}/originals/ …")
self._restore_live_from_originals(entries, data_dir_path, log)
if only_json is None:
strings_targets = {
e["json"] for e in entries if e.get("kind") != "names"
}
elif will_names:
strings_targets = {
e["json"]
for e in entries
if e.get("kind") != "names"
and (Path("translated") / e["json"]).is_file()
}
strings_targets |= {j for j in only_json if j != NAMES_JSON}
else:
strings_targets = set(only_json or ())
# Non-name documents: inject each pristine original onto its live binary.
for entry in entries:
if entry["kind"] == "names":
continue
if entry["json"] not in strings_targets:
continue
src = self._translated_or_source(entry["json"])
if src is None:
log(f" ⚠ no JSON for {entry['json']} — skipped")
continue
out = entry["base"] # live game binary (or txt-dir) we write into
orig = self._orig_base_for(entry, data_dir_path)
base = str(orig) if orig.exists() else out
if not orig.exists():
log(
f" ⚠ no pristine original for {entry['json']}; injecting against the "
"live binary, which fails if it was already translated."
)
log(f"Injecting {entry['json']}{Path(out).name}")
res = wolfdawn.strings_inject(
str(src), base, out,
allow_code_drift=allow_drift, en_punct=en_punct, log_fn=log,
)
a, d = _parse_inject_counts(res.stdout)
if res.ok and not (a == 0 and (d or 0) > 0):
applied += 1
_sync_json(entry["json"], src, log)
elif res.ok:
# Exit 0 but nothing applied and lines drifted = stale/injected base.
failed += 1
log(
f"{entry['json']}: 0 applied, {d} skipped as drift — the base "
"looks already translated. Restore the pristine original (re-run "
"Step 0 Unpack on the untranslated game) and inject again."
)
else:
failed += 1
log(f" ⚠ inject exit {res.returncode} for {entry['json']}")
# Curated name values: apply across the whole data dir, but only when a
# curated translated/names.json exists (Step 3). For a quick inject, only
# do this if the user explicitly ticked the names file, since it rewrites
# many binaries and would add noise to the git diff otherwise.
if will_names and names_entry and names_src is not None:
log("Applying curated name values across Data/ …")
res = wolfdawn.names_inject(
str(names_src), data_dir,
allow_code_drift=allow_drift, en_punct=en_punct, log_fn=log,
)
a, d = _parse_inject_counts(res.stdout)
if res.ok and not (a == 0 and (d or 0) > 0):
applied += 1
_sync_json(names_entry["json"], names_src, log)
elif res.ok:
failed += 1
log(
f" ⚠ names: 0 applied, {d} skipped as drift — sources in "
f"{NAMES_JSON} no longer match the live binaries. Re-run Step 0 "
"extract on the untranslated game, translate again, and inject."
)
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)"
if quick:
msg += ". Review the git diff in the game project and test in-game."
else:
msg += ". Continue to Step 6 to package."
return failed == 0, msg
self._run_task(task)
# ── Step 5: Package ────────────────────────────────────────────────────────
def _build_step5_package(self, layout: QVBoxLayout):
layout.addWidget(_make_section_label("Step 6 · 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 _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 6: Saves ──────────────────────────────────────────────────────────
def _build_step6_saves(self, layout: QVBoxLayout):
layout.addWidget(_make_section_label("Step 7 · 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