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--                        A L L   T H E   T H I N G S                         --
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--				Copyright 2017-2019 Dylan Fortune (Crieve-Sargeras)           --
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local app = select(2, ...);
local L = app.L;
local auctionFrame = CreateFrame("Frame");
local window;

-- Performance Cache
-- While this may seem silly, caching references to commonly used APIs is actually a performance gain...
local C_ArtifactUI_GetAppearanceInfoByID = C_ArtifactUI.GetAppearanceInfoByID;
local C_AuctionHouse_ReplicateItems = _G.C_AuctionHouse.ReplicateItems;
local C_AuctionHouse_GetNumReplicateItems = _G.C_AuctionHouse.GetNumReplicateItems;
local C_AuctionHouse_GetReplicateItemInfo = _G.C_AuctionHouse.GetReplicateItemInfo;
local C_AuctionHouse_GetReplicateItemLink = _G.C_AuctionHouse.GetReplicateItemLink;
local C_MountJournal_GetMountInfoByID = C_MountJournal.GetMountInfoByID;
local C_MountJournal_GetMountInfoExtraByID = C_MountJournal.GetMountInfoExtraByID;
local C_TransmogCollection_GetAppearanceSourceInfo = C_TransmogCollection.GetAppearanceSourceInfo;
local C_TransmogCollection_GetAllAppearanceSources = C_TransmogCollection.GetAllAppearanceSources;
local C_TransmogCollection_GetIllusionSourceInfo = C_TransmogCollection.GetIllusionSourceInfo;
local C_TransmogCollection_PlayerHasTransmogItemModifiedAppearance = C_TransmogCollection.PlayerHasTransmogItemModifiedAppearance;
local C_TransmogCollection_GetIllusions = C_TransmogCollection.GetIllusions;
local C_TransmogCollection_GetSourceInfo = C_TransmogCollection.GetSourceInfo;
local C_TransmogSets_GetSetInfo = C_TransmogSets.GetSetInfo;
local C_ToyBox_GetToyInfo = C_ToyBox.GetToyInfo;
local C_ToyBox_GetToyLink = C_ToyBox.GetToyLink;
local C_Map_GetMapDisplayInfo = C_Map.GetMapDisplayInfo;
local C_Map_GetBestMapForUnit = C_Map.GetBestMapForUnit;
local C_QuestLog_GetAllCompletedQuestIDs = C_QuestLog.GetAllCompletedQuestIDs
local C_Map_GetMapInfo = C_Map.GetMapInfo;
local SetPortraitTexture = _G["SetPortraitTexture"];
local SetPortraitTextureFromDisplayID = _G["SetPortraitTextureFromCreatureDisplayID"];
local EJ_GetCreatureInfo = _G["EJ_GetCreatureInfo"];
local EJ_GetEncounterInfo = _G["EJ_GetEncounterInfo"];
local GetAchievementCriteriaInfo = _G["GetAchievementCriteriaInfo"];
local GetAchievementInfo = _G["GetAchievementInfo"];
local GetAchievementLink = _G["GetAchievementLink"];
local GetClassInfo = _G["GetClassInfo"];
local GetDifficultyInfo = _G["GetDifficultyInfo"];
local GetFactionInfoByID = _G["GetFactionInfoByID"];
local GetItemInfo = _G["GetItemInfo"];
local GetItemInfoInstant = _G["GetItemInfoInstant"];
local GetItemSpecInfo = _G["GetItemSpecInfo"];
local GetTitleName = _G["GetTitleName"];
local IsDressableItem = _G["IsDressableItem"];
local PlayerHasToy = _G["PlayerHasToy"];
local IsTitleKnown = _G["IsTitleKnown"];
local InCombatLockdown = _G["InCombatLockdown"];
local MAX_CREATURES_PER_ENCOUNTER = 9;
local DESCRIPTION_SEPARATOR = "`";
local GetLocale = GetLocale
local rawget, rawset = rawget, rawset;

-- Coroutine Helper Functions
app.RawData = {};
app.refreshing = {};
local function OnUpdate(self)
	for i=#self.__stack,1,-1 do
		-- print("Running Stack " .. i .. ":" .. self.__stack[i][2])
		if not self.__stack[i][1](self) then
			-- print("Removing Stack " .. i .. ":" .. self.__stack[i][2])
			table.remove(self.__stack, i);
		end
	end
	-- Stop running OnUpdate if nothing in the Stack to process
	if #self.__stack < 1 then
		self:SetScript("OnUpdate", nil);
		-- clear the next yield value since nothing is running
		if app.nextYield then app.nextYield = nil; end
	end
end
local function Push(self, name, method)
	if not self.__stack then
		self.__stack = {};
	end
	-- print("Push->" .. name);
	table.insert(self.__stack, { method, name });
	self:SetScript("OnUpdate", OnUpdate);
end
local function StartCoroutine(name, method, delaySec)
	if method and not app.refreshing[name] then
		local instance = coroutine.create(method);
		app.refreshing[name] = true;
		local pushCo = function()
				-- Check the status of the coroutine
				if instance and coroutine.status(instance) ~= "dead" then
					local ok, err = coroutine.resume(instance);
					if ok then return true;	-- This means more work is required.
					else
						-- Throw the error. Returning nothing is the same as canceling the work.
						-- local instanceTrace = debugstack(instance);
						error(err,2);
						-- print(debugstack(instance));
						-- print(err);
						-- app.report();
					end
				end
				-- print("coroutine complete",name);
				app.refreshing[name] = nil;
			end;
		if delaySec and delaySec > 0 then
			-- print("delayed coroutine",delaySec,name);
			C_Timer.After(delaySec, function() Push(app, name, pushCo) end);
		else
			-- print("coroutine starting",name);
			Push(app, name, pushCo);
		end
	-- else
		-- print("skipped coroutine",name);/
	end
end
local constructor = function(id, t, typeID)
	if t then
		if not rawget(t, "g") and rawget(t, 1) then
			return { g=t, [typeID]=id };
		else
			rawset(t, typeID, id);
			return t;
		end
	else
		return {[typeID] = id};
	end
end
local contains = function(arr, value)
	for i,value2 in ipairs(arr) do
		if value2 == value then return true; end
	end
end
local containsAny = function(arr, otherArr)
	for i, v in ipairs(arr) do
		for j, w in ipairs(otherArr) do
			if v == w then return true; end
		end
	end
end
local containsValue = function(dict, value)
	for key,value2 in pairs(dict) do
		if value2 == value then return true; end
	end
end

-- Data Lib
local attData;
local AllTheThingsTempData = {}; 	-- For temporary data.
local AllTheThingsAD = {};			-- For account-wide data.
local function SetDataMember(member, data)
	rawset(AllTheThingsAD, member, data);
end
local function GetDataMember(member, default)
	attData = rawget(AllTheThingsAD, member);
	if attData == nil then
		rawset(AllTheThingsAD, member, default);
		return default;
	else
		return attData;
	end
end
local function SetTempDataMember(member, data)
	rawset(AllTheThingsTempData, member, data);
end
local function GetTempDataMember(member, default)
	attData = rawget(AllTheThingsTempData, member);
	if attData == nil then
		rawset(AllTheThingsTempData, member, default);
		return default;
	else
		return attData;
	end
end
local function SetDataSubMember(member, submember, data)
	attData = rawget(AllTheThingsAD, member);
	if attData == nil then
		attData = {};
		rawset(attData, submember, data);
		rawset(AllTheThingsAD, member, attData);
	else
		rawset(attData, submember, data);
	end
end
local function GetDataSubMember(member, submember, default)
	attData = rawget(AllTheThingsAD,member);
	if attData then
		attData = rawget(attData, submember);
		if attData == nil then
			rawset(rawget(AllTheThingsAD,member), submember, default);
			return default;
		else
			return attData;
		end
	else
		attData = {};
		rawset(attData, submember, default);
		rawset(AllTheThingsAD, member, attData);
		return default;
	end
end
local function SetTempDataSubMember(member, submember, data)
	attData = rawget(AllTheThingsTempData, member);
	if attData == nil then
		attData = {};
		rawset(attData, submember, data);
		rawset(AllTheThingsTempData, member, attData);
	else
		rawset(attData, submember, data);
	end
end
local function GetTempDataSubMember(member, submember, default)
	attData = rawget(AllTheThingsTempData,member);
	if attData then
		attData = rawget(attData, submember);
		if attData == nil then
			rawset(rawget(AllTheThingsTempData,member), submember, default);
			return default;
		else
			return attData;
		end
	else
		attData = {};
		rawset(attData, submember, default);
		rawset(AllTheThingsTempData, member, attData);
		return default;
	end
end
app.SetDataMember = SetDataMember;
app.GetDataMember = GetDataMember;
app.SetDataSubMember = SetDataSubMember;
app.GetDataSubMember = GetDataSubMember;
app.GetTempDataMember = GetTempDataMember;
app.GetTempDataSubMember = GetTempDataSubMember;

local function RoundNumber(number, decimalPlaces)
	local ret;
	if number < 60 then
		ret = number .. " second(s)";
	else
		ret = (("%%.%df"):format(decimalPlaces)):format(number/60) .. " minute(s)";
	end
	return ret;
end

local function formatNumericWithCommas(amount)
  local formatted = amount
  while true do
	formatted, k = string.gsub(formatted, "^(-?%d+)(%d%d%d)", '%1,%2')
	if (k==0) then
	  break
	end
  end
  return formatted
end
local function GetMoneyString(amount)
	if amount > 0 then
		local formatted
		local g,s,c = math.floor(amount / 100 / 100), math.floor((amount / 100) % 100), math.floor(amount % 100)
		if g > 0 then
			formatted = formatNumericWithCommas(g) .. "|TInterface\\MONEYFRAME\\UI-GoldIcon:0|t"
		end
		if s > 0 then
			formatted = (formatted or "") .. s .. "|TInterface\\MONEYFRAME\\UI-SilverIcon:0|t"
		end
		if c > 0 then
			formatted = (formatted or "") .. c .. "|TInterface\\MONEYFRAME\\UI-CopperIcon:0|t"
		end
		return formatted
	end
	return amount
end

(function()
	local tradeSkillSpecializationMap = {
		[202] = {	-- Engineering
			20219,    -- Gnomish Engineering
			20222     -- Goblin Engineering
		},
		[164] = {	-- Blacksmithing
			9788,	-- Armorsmith
			9787,	-- Weaponsmith
		},
	};
	local specializationTradeSkillMap = {
		-- Engineering Skills
		[20219] = 202,  -- Gnomish Engineering
		[20222] = 202,   -- Goblin Engineering
		-- Blacksmithing Skills
		[9788] = 9788,	-- Armorsmith
		[9787] = 9787,	-- Weaponsmith
	};
	-- Map all Skill IDs to the old Skill IDs
	local tradeSkillMap = {
		-- Alchemy Skills
		[171] = 171,	-- Alchemy [7.3.5]
		[2485] = 171,	-- Classic Alchemy [8.0.1]
		[2484] = 171,	-- Outland Alchemy [8.0.1]
		[2483] = 171,	-- Northrend Alchemy [8.0.1]
		[2482] = 171,	-- Cataclysm Alchemy [8.0.1]
		[2481] = 171,	-- Pandaria Alchemy [8.0.1]
		[2480] = 171,	-- Draenor Alchemy [8.0.1]
		[2479] = 171,	-- Legion Alchemy [8.0.1]
		[2478] = 171,	-- Kul Tiran Alchemy [8.0.1]
		[2750] = 171,	-- Shadowlands Alchemy [9.0.1]

		-- Archaeology Skills
		[794] = 794,	-- Archaeology [7.3.5]

		-- Blacksmithing Skills
		[164] = 164,	-- Blacksmithing [7.3.5]
		[2477] = 164,	-- Classic Blacksmithing [8.0.1]
		[2476] = 164,	-- Outland Blacksmithing [8.0.1]
		[2475] = 164,	-- Northrend Blacksmithing [8.0.1]
		[2474] = 164,	-- Cataclysm Blacksmithing [8.0.1]
		[2473] = 164,	-- Pandaria Blacksmithing [8.0.1]
		[2472] = 164,	-- Draenor Blacksmithing [8.0.1]
		[2454] = 164,	-- Legion Blacksmithing [8.0.1]
		[2437] = 164,	-- Kul Tiran Blacksmithing [8.0.1]
		[2751] = 164,	-- Shadowlands Blacksmithing [9.0.1]

		-- Cooking Skills
		[185] = 185,	-- Cooking [7.3.5]
		[975] = 185,	-- Way of the Grill
		[976] = 185,	-- Way of the Wok
		[977] = 185,	-- Way of the Pot
		[978] = 185,	-- Way of the Steamer
		[979] = 185,	-- Way of the Oven
		[980] = 185,	-- Way of the Brew
		[2548] = 185,	-- Classic Cooking [8.0.1]
		[2547] = 185,	-- Outland Cooking [8.0.1]
		[2546] = 185,	-- Northrend Cooking [8.0.1]
		[2545] = 185,	-- Cataclysm Cooking [8.0.1]
		[2544] = 185,	-- Pandaria Cooking [8.0.1]
		[2543] = 185,	-- Draenor Cooking [8.0.1]
		[2542] = 185,	-- Legion Cooking [8.0.1]
		[2541] = 185,	-- Kul Tiran Cooking [8.0.1]
		[2752] = 185,	-- Shadowlands Cooking [9.0.1]

		-- Enchanting Skills
		[333] = 333,	-- Enchanting [7.3.5]
		[2494] = 333,	-- Classic Enchanting [8.0.1]
		[2493] = 333,	-- Outland Enchanting [8.0.1]
		[2492] = 333,	-- Northrend Enchanting [8.0.1]
		[2491] = 333,	-- Cataclysm Enchanting [8.0.1]
		[2489] = 333,	-- Pandaria Enchanting [8.0.1]
		[2488] = 333,	-- Draenor Enchanting [8.0.1]
		[2487] = 333,	-- Legion Enchanting [8.0.1]
		[2486] = 333,	-- Kul Tiran Enchanting [8.0.1]
		[2753] = 333,	-- Shadowlands Enchanting [8.0.1]

		-- Engineering Skills
		[202] = 202,	-- Engineering [7.3.5]
		[2506] = 202,	-- Classic Engineering [8.0.1]
		[2505] = 202,	-- Outland Engineering [8.0.1]
		[2504] = 202,	-- Northrend Engineering [8.0.1]
		[2503] = 202,	-- Cataclysm Engineering [8.0.1]
		[2502] = 202,	-- Pandaria Engineering [8.0.1]
		[2501] = 202,	-- Draenor Engineering [8.0.1]
		[2500] = 202,	-- Legion Engineering [8.0.1]
		[2499] = 202,	-- Kul Tiran Engineering [8.0.1]
		[2755] = 202,	-- Shadowlands Engineering [9.0.1]

		-- First Aid Skills
		[129] = 129,	-- First Aid [7.3.5] [REMOVED FROM GAME]

		-- Fishing Skills
		[356] = 356,	-- Fishing [7.3.5]
		[2592] = 356,	-- Classic Fishing [8.0.1]
		[2591] = 356,	-- Outland Fishing [8.0.1]
		[2590] = 356,	-- Northrend Fishing [8.0.1]
		[2589] = 356,	-- Cataclysm Fishing [8.0.1]
		[2588] = 356,	-- Pandaria Fishing [8.0.1]
		[2587] = 356,	-- Draenor Fishing [8.0.1]
		[2586] = 356,	-- Legion Fishing [8.0.1]
		[2585] = 356,	-- Kul Tiran Fishing [8.0.1]
		[2754] = 356,	-- Shadowlands Fishing [9.0.1]

		-- Herbalism Skills
		[182] = 182,	-- Herbalism [7.3.5]
		[2556] = 182,	-- Classic Herbalism [8.0.1]
		[2555] = 182,	-- Outland Herbalism [8.0.1]
		[2554] = 182,	-- Northrend Herbalism [8.0.1]
		[2553] = 182,	-- Cataclysm Herbalism [8.0.1]
		[2552] = 182,	-- Pandaria Herbalism [8.0.1]
		[2551] = 182,	-- Draenor Herbalism [8.0.1]
		[2550] = 182,	-- Legion Herbalism [8.0.1]
		[2549] = 182,	-- Kul Tiran Herbalism [8.0.1]
		[2760] = 182,	-- Shadowlands Herbalism [9.0.1]

		-- Inscription Skills
		[773] = 773,	-- Inscription [7.3.5]
		[2514] = 773,	-- Classic Inscription [8.0.1]
		[2513] = 773,	-- Outland Inscription [8.0.1]
		[2512] = 773,	-- Northrend Inscription [8.0.1]
		[2511] = 773,	-- Cataclysm Inscription [8.0.1]
		[2510] = 773,	-- Pandaria Inscription [8.0.1]
		[2509] = 773,	-- Draenor Inscription [8.0.1]
		[2508] = 773,	-- Legion Inscription [8.0.1]
		[2507] = 773,	-- Kul Tiran Inscription [8.0.1]
		[2756] = 773,	-- Shadowlands Inscription [8.0.1]

		-- Jewelcrafting Skills
		[755] = 755,	-- Jewelcrafting [7.3.5]
		[2524] = 755,	-- Classic Jewelcrafting [8.0.1]
		[2523] = 755,	-- Outland Jewelcrafting [8.0.1]
		[2522] = 755,	-- Northrend Jewelcrafting [8.0.1]
		[2521] = 755,	-- Cataclysm Jewelcrafting [8.0.1]
		[2520] = 755,	-- Pandaria Jewelcrafting [8.0.1]
		[2519] = 755,	-- Draenor Jewelcrafting [8.0.1]
		[2518] = 755,	-- Legion Jewelcrafting [8.0.1]
		[2517] = 755,	-- Kul Tiran Jewelcrafting [8.0.1]
		[2757] = 755,	-- Shadowlands Jewelcrafting [9.0.1]

		-- Leatherworking Skills
		[165] = 165,	-- Leatherworking [7.3.5]
		[2532] = 165,	-- Classic Leatherworking [8.0.1]
		[2531] = 165,	-- Outland Leatherworking [8.0.1]
		[2530] = 165,	-- Northrend Leatherworking [8.0.1]
		[2529] = 165,	-- Cataclysm Leatherworking [8.0.1]
		[2528] = 165,	-- Pandaria Leatherworking [8.0.1]
		[2527] = 165,	-- Draenor Leatherworking [8.0.1]
		[2526] = 165,	-- Legion Leatherworking [8.0.1]
		[2525] = 165,	-- Kul Tiran Leatherworking [8.0.1]
		[2758] = 165,	-- Shadowlands Leatherworking [9.0.1]

		-- Mining Skills
		[186] = 186,	-- Mining [7.3.5]
		[2572] = 186,	-- Classic Mining [8.0.1]
		[2571] = 186,	-- Outland Mining [8.0.1]
		[2570] = 186,	-- Northrend Mining [8.0.1]
		[2569] = 186,	-- Cataclysm Mining [8.0.1]
		[2568] = 186,	-- Pandaria Mining [8.0.1]
		[2567] = 186,	-- Draenor Mining [8.0.1]
		[2566] = 186,	-- Legion Mining [8.0.1]
		[2565] = 186,	-- Kul Tiran Mining [8.0.1]
		[2761] = 186,	-- Shadowlands Mining [9.0.1]

		-- Skinning Skills
		[393] = 393,	-- Skinning [7.3.5]
		[2564] = 393,	-- Classic Skinning [8.0.1]
		[2563] = 393,	-- Outland Skinning [8.0.1]
		[2562] = 393,	-- Northrend Skinning [8.0.1]
		[2561] = 393,	-- Cataclysm Skinning [8.0.1]
		[2560] = 393,	-- Pandaria Skinning [8.0.1]
		[2559] = 393,	-- Draenor Skinning [8.0.1]
		[2558] = 393,	-- Legion Skinning [8.0.1]
		[2557] = 393,	-- Kul Tiran Skinning [8.0.1]
		[2762] = 393,	-- Shadowlands Skinning [9.0.1]

		-- Tailoring Skills
		[197] = 197,	-- Tailoring [7.3.5]
		[2540] = 197,	-- Classic Tailoring [8.0.1]
		[2539] = 197,	-- Outland Tailoring [8.0.1]
		[2538] = 197,	-- Northrend Tailoring [8.0.1]
		[2537] = 197,	-- Cataclysm Tailoring [8.0.1]
		[2536] = 197,	-- Pandaria Tailoring [8.0.1]
		[2535] = 197,	-- Draenor Tailoring [8.0.1]
		[2534] = 197,	-- Legion Tailoring [8.0.1]
		[2533] = 197,	-- Kul Tiran Tailoring [8.0.1]
		[2759] = 197,	-- Shadowlands Tailoring [9.0.1]
	};
	app.GetBaseTradeSkillID = function(skillID)
		return tradeSkillMap[skillID] or skillID;
	end
	app.GetTradeSkillLine = function()
		return app.GetBaseTradeSkillID(C_TradeSkillUI.GetTradeSkillLine());
	end
	app.GetTradeSkillSpecialization = function(skillID)
		return tradeSkillSpecializationMap[skillID];
	end
	app.GetBaseTradeSkillID = function(skillID)
		return tradeSkillMap[skillID] or skillID;
	end
	app.GetSpecializationBaseTradeSkill = function(specializationID)
		return specializationTradeSkillMap[specializationID];
	end
	app.GetTradeSkillCache = function(invalidate)
		local cache = GetTempDataMember("PROFESSION_CACHE");
		if not cache or invalidate then
			cache = {};
			SetTempDataMember("PROFESSION_CACHE", cache);
			local prof1, prof2, archaeology, fishing, cooking, firstAid = GetProfessions();
			for i,j in ipairs({prof1 or 0, prof2 or 0, archaeology or 0, fishing or 0, cooking or 0, firstAid or 0}) do
				if j ~= 0 then
					local prof = select(7, GetProfessionInfo(j));
					cache[app.GetBaseTradeSkillID(prof)] = true;
					local specializations = app.GetTradeSkillSpecialization(prof);
					if specializations ~= nil then
						for _,s in pairs(specializations) do
							if s and IsSpellKnown(s) then
								cache[s] = true;
							end
						end
					end
				end
			end
		end
		return cache;
	end
end)();

-- Game Tooltip Icon
local GameTooltipIcon = CreateFrame("FRAME", nil, GameTooltip);
GameTooltipIcon:SetPoint("TOPRIGHT", GameTooltip, "TOPLEFT", 0, 0);
GameTooltipIcon:SetSize(72, 72);
GameTooltipIcon.icon = GameTooltipIcon:CreateTexture(nil, "ARTWORK");
GameTooltipIcon.icon:SetAllPoints(GameTooltipIcon);
GameTooltipIcon.icon:Show();
GameTooltipIcon.icon.Background = GameTooltipIcon:CreateTexture(nil, "BACKGROUND");
GameTooltipIcon.icon.Background:SetAllPoints(GameTooltipIcon);
GameTooltipIcon.icon.Background:Show();
GameTooltipIcon.icon.Border = GameTooltipIcon:CreateTexture(nil, "BORDER");
GameTooltipIcon.icon.Border:SetAllPoints(GameTooltipIcon);
GameTooltipIcon.icon.Border:Show();
GameTooltipIcon:Hide();

-- Model is used to display the model of an NPC/Encounter.
local GameTooltipModel, model, fi = CreateFrame("FRAME", "ATTGameTooltipModel", GameTooltip, BackdropTemplateMixin and "BackdropTemplate");
GameTooltipModel:SetPoint("TOPRIGHT", GameTooltip, "TOPLEFT", 0, 0);
GameTooltipModel:SetSize(128, 128);
GameTooltipModel:SetBackdrop({
	bgFile = "Interface/Tooltips/UI-Tooltip-Background",
	edgeFile = "Interface/Tooltips/UI-Tooltip-Border",
	tile = true, tileSize = 16, edgeSize = 16,
	insets = { left = 4, right = 4, top = 4, bottom = 4 }
});
GameTooltipModel:SetBackdropBorderColor(1, 1, 1, 1);
GameTooltipModel:SetBackdropColor(0, 0, 0, 1);
GameTooltipModel.Models = {};
GameTooltipModel.Model = CreateFrame("DressUpModel", nil, GameTooltipModel);
GameTooltipModel.Model:SetPoint("TOPLEFT", GameTooltipModel ,"TOPLEFT", 4, -4)
GameTooltipModel.Model:SetPoint("BOTTOMRIGHT", GameTooltipModel ,"BOTTOMRIGHT", -4, 4)
GameTooltipModel.Model:SetFacing(MODELFRAME_DEFAULT_ROTATION);
GameTooltipModel.Model:SetScript("OnUpdate", function(self, elapsed)
	self:SetFacing(self:GetFacing() + elapsed);
end);
GameTooltipModel.Model:Hide();

for i=1,MAX_CREATURES_PER_ENCOUNTER do
	model = CreateFrame("DressUpModel", "ATTGameTooltipModel" .. i, GameTooltipModel);
	model:SetPoint("TOPLEFT", GameTooltipModel ,"TOPLEFT", 4, -4);
	model:SetPoint("BOTTOMRIGHT", GameTooltipModel ,"BOTTOMRIGHT", -4, 4);
	model:SetCamDistanceScale(1.7);
	model:SetDisplayInfo(987);
	model:SetFacing(MODELFRAME_DEFAULT_ROTATION);
	fi = math.floor(i / 2);
	model:SetPosition(fi * -0.1, (fi * (i % 2 == 0 and -1 or 1)) * ((MAX_CREATURES_PER_ENCOUNTER - i) * 0.1), fi * 0.2 - 0.3);
	model:SetDepth(i);
	model:Hide();
	tinsert(GameTooltipModel.Models, model);
end
GameTooltipModel.HideAllModels = function(self)
	for i=1,MAX_CREATURES_PER_ENCOUNTER do
		GameTooltipModel.Models[i]:Hide();
	end
	GameTooltipModel.Model:Hide();
end
GameTooltipModel.SetCreatureID = function(self, creatureID)
	GameTooltipModel.HideAllModels(self);
	if creatureID > 0 then
		self.Model:SetUnit("none");
		self.Model:SetCreature(creatureID);
		local displayID = self.Model:GetDisplayInfo();
		if not displayID then
			Push(app, "SetCreatureID", function()
				if self.lastModel == creatureID then
					self:SetCreatureID(creatureID);
				end
			end);
		end
	end
	self:Show();
end
GameTooltipModel.SetRotation = function(number)
	GameTooltipModel.Model:SetFacing(number and ((number * math.pi) / 180) or MODELFRAME_DEFAULT_ROTATION);
end
GameTooltipModel.SetScale = function(number)
	GameTooltipModel.Model:SetCamDistanceScale(number or 1);
end
GameTooltipModel.TrySetDisplayInfos = function(self, reference, displayInfos)
	if displayInfos then
		local count = #displayInfos;
		if count > 0 then
			local rotation = reference.modelRotation and ((reference.modelRotation * math.pi) / 180) or MODELFRAME_DEFAULT_ROTATION;
			local scale = reference.modelScale or 1;
			if count > 1 then
				count = math.min(count, MAX_CREATURES_PER_ENCOUNTER);
				local ratio = count / MAX_CREATURES_PER_ENCOUNTER;
				if count < 3 then
					for i=1,count do
						model = self.Models[i];
						model:SetDisplayInfo(displayInfos[i]);
						model:SetCamDistanceScale(scale);
						model:SetFacing(rotation);
						model:SetPosition(0, (i % 2 == 0 and 0.5 or -0.5), 0);
						model:Show();
					end
				else
					scale = (1 + (ratio * 0.5)) * scale;
					for i=1,count do
						model = self.Models[i];
						model:SetDisplayInfo(displayInfos[i]);
						model:SetCamDistanceScale(scale);
						model:SetFacing(rotation);
						fi = math.floor(i / 2);
						model:SetPosition(fi * -0.1, (fi * (i % 2 == 0 and -1 or 1)) * ((MAX_CREATURES_PER_ENCOUNTER - i) * 0.1), fi * 0.2 - (ratio * 0.15));
						model:Show();
					end
				end
			else
				self.Model:SetFacing(rotation);
				self.Model:SetCamDistanceScale(scale);
				self.Model:SetDisplayInfo(displayInfos[1]);
				self.Model:Show();
			end
			self:Show();
			return true;
		end
	end
end
GameTooltipModel.TrySetModel = function(self, reference)
	GameTooltipModel.HideAllModels(self);
	if app.Settings:GetTooltipSetting("Models") then
		self.lastModel = reference;
		local displayInfos = reference.displayInfo;
		if GameTooltipModel.TrySetDisplayInfos(self, reference, displayInfos) then
			return true;
		elseif reference.qgs then
			if #reference.qgs > 1 then
				displayInfos = {};
				local markedKeys = {};
				for i,creatureID in ipairs(reference.qgs) do
					local displayID = app.NPCDisplayIDFromID[creatureID];
					if displayID and not markedKeys[displayID] then
						tinsert(displayInfos, displayID);
						markedKeys[displayID] = 1;
					end
				end
				if GameTooltipModel.TrySetDisplayInfos(self, reference, displayInfos) then
					return true;
				end
			else
				local displayID = app.NPCDisplayIDFromID[reference.qgs[1]];
				if displayID then
					self.Model:SetFacing(reference.modelRotation and ((reference.modelRotation * math.pi) / 180) or MODELFRAME_DEFAULT_ROTATION);
					self.Model:SetCamDistanceScale(reference.modelScale or 1);
					self.Model:SetDisplayInfo(displayID);
					self.Model:Show();
					self:Show();
					return true;
				end
			end
		elseif reference.providers then
			displayInfos = {}
			local markedKeys = {}
			for k,v in pairs(reference.providers) do
				if v[1] == "n" and v[2] > 0 then
					local displayID = app.NPCDisplayIDFromID[v[2]];
					if displayID and not markedKeys[displayID] then
						tinsert(displayInfos, displayID);
						markedKeys[displayID] = 1;
					end
				end
			end
			if GameTooltipModel.TrySetDisplayInfos(self, reference, displayInfos) then
				return true;
			end
		end

		if reference.displayID then
			self.Model:SetFacing(reference.modelRotation and ((reference.modelRotation * math.pi) / 180) or MODELFRAME_DEFAULT_ROTATION);
			self.Model:SetCamDistanceScale(reference.modelScale or 1);
			self.Model:SetDisplayInfo(reference.displayID);
			self.Model:Show();
			self:Show();
			return true;
		elseif reference.modelID then
			self.Model:SetFacing(reference.modelRotation and ((reference.modelRotation * math.pi) / 180) or MODELFRAME_DEFAULT_ROTATION);
			self.Model:SetCamDistanceScale(reference.modelScale or 1);
			self.Model:SetDisplayInfo(reference.modelID);
			self.Model:Show();
			self:Show();
			return true;
		elseif reference.unit and not reference.icon then
			self.Model:SetFacing(reference.modelRotation and ((reference.modelRotation * math.pi) / 180) or MODELFRAME_DEFAULT_ROTATION);
			self.Model:SetCamDistanceScale(reference.modelScale or 1);
			self.Model:SetUnit(reference.unit);
			self.Model:Show();
			self:Show();
		end

		local s = reference.s;
		if s then
			if reference.artifactID then
				-- Okay, fine.
			elseif reference.g and #reference.g > 0 then
				local npc = reference.g[1];
				if npc and npc.npcID and npc.npcID <= -5200 and npc.npcID >= -5206 then
					-- Okay, we're good.
				else
					s = nil;
				end
			else
				s = nil;
			end
		end

		if s then
			local categoryID, appearanceID = C_TransmogCollection_GetAppearanceSourceInfo(s);
			if appearanceID then
				self.Model:SetCamDistanceScale(0.8);
				self.Model:SetItemAppearance(appearanceID);
				self.Model:Show();
				self:Show();
				return true;
			end
		end

		if reference.model then
			self.Model:SetFacing(reference.modelRotation and ((reference.modelRotation * math.pi) / 180) or MODELFRAME_DEFAULT_ROTATION);
			self.Model:SetCamDistanceScale(reference.modelScale or 1);
			self.Model:SetUnit("none");
			self.Model:SetModel(reference.model);
			self.Model:Show();
			self:Show();
			return true;
		elseif reference.creatureID and reference.creatureID > 0 then
			self.Model:SetFacing(reference.modelRotation and ((reference.modelRotation * math.pi) / 180) or MODELFRAME_DEFAULT_ROTATION);
			self.Model:SetCamDistanceScale(reference.modelScale or 1);
			self:SetCreatureID(reference.creatureID);
			self.Model:Show();
			return true;
		end
		if reference.atlas then
			GameTooltipIcon:SetSize(64,64);
			GameTooltipIcon.icon:SetAtlas(reference.atlas);
			GameTooltipIcon:Show();
			if reference["atlas-background"] then
				GameTooltipIcon.icon.Background:SetAtlas(reference["atlas-background"]);
				GameTooltipIcon.icon.Background:Show();
			end
			if reference["atlas-border"] then
				GameTooltipIcon.icon.Border:SetAtlas(reference["atlas-border"]);
				GameTooltipIcon.icon.Border:Show();
				if reference["atlas-color"] then
					local swatches = reference["atlas-color"];
					GameTooltipIcon.icon.Border:SetVertexColor(swatches[1], swatches[2], swatches[3], swatches[4] or 1.0);
				else
					GameTooltipIcon.icon.Border:SetVertexColor(1, 1, 1, 1.0);
				end
			end
			return true;
		end
	end
end
GameTooltipModel:Hide();

app.print = function(...)
	print(L["TITLE"], ...);
end
app.report = function()
	app.print(app.Version .. ": Please report this to the ATT Discord in #errors! Thanks!");
end

-- audio lib
local lastPlayedFanfare;
function app:PlayCompleteSound()
	if app.Settings:GetTooltipSetting("Celebrate") then
		PlayAudio(app.Settings.AUDIO_COMPLETE_TABLE);
	end
end
function app:PlayFanfare()
	if app.Settings:GetTooltipSetting("Celebrate") then
		-- Don't spam the users. It's nice sometimes, but let's put a delay of at least 1 second on there.
		local now = time();
		if lastPlayedFanfare and (now - lastPlayedFanfare) < 1 then return nil; end
		lastPlayedFanfare = now;
		PlayAudio(app.Settings.AUDIO_FANFARE_TABLE);
	end
end
function app:PlayRareFindSound()
	if app.Settings:GetTooltipSetting("Celebrate") then
		PlayAudio(app.Settings.AUDIO_RAREFIND_TABLE);
	end
end
function app:PlayRemoveSound()
	if app.Settings:GetTooltipSetting("Warn:Removed") then
		PlayAudio(app.Settings.AUDIO_REMOVE_TABLE);
	end
end
function PlayAudio(targetAudio)
	if targetAudio and type(targetAudio) == "table" then
		local id = math.random(1, #targetAudio);
		if targetAudio[id] then PlaySoundFile(targetAudio[id], app.Settings:GetTooltipSetting("Channel")); end
	end
end

-- Color Lib
local CS = CreateFrame("ColorSelect", nil, app._);
local function Colorize(str, color)
	return "|c" .. color .. str .. "|r";
end
local function HexToARGB(hex)
	return tonumber("0x"..hex:sub(1,2)), tonumber("0x"..hex:sub(3,4)), tonumber("0x"..hex:sub(5,6)), tonumber("0x"..hex:sub(7,8));
end
local function HexToRGB(hex)
	return tonumber("0x"..hex:sub(1,2)), tonumber("0x"..hex:sub(3,4)), tonumber("0x"..hex:sub(5,6));
end
local function RGBToHex(r, g, b)
	return string.format("ff%02x%02x%02x",
		r <= 255 and r >= 0 and r or 0,
		g <= 255 and g >= 0 and g or 0,
		b <= 255 and b >= 0 and b or 0);
end
local function ConvertColorRgbToHsv(r, g, b)
  CS:SetColorRGB(r, g, b);
  local h,s,v = CS:GetColorHSV()
  return {h=h,s=s,v=v}
end
local red, green = ConvertColorRgbToHsv(1,0,0), ConvertColorRgbToHsv(0,1,0);
local progress_colors = setmetatable({[1] = "ff15abff"}, {
	__index = function(t, p)
		local h;
		p = tonumber(p);
		if abs(red.h - green.h) > 180 then
			local angle = (360 - abs(red.h - green.h)) * p;
			if red.h < green.h then
				h = floor(red.h - angle);
				if h < 0 then h = 360 + h end
			else
				h = floor(red.h + angle);
				if h > 360 then h = h - 360 end
			end
		else
			h = floor(red.h-(red.h-green.h)*p)
		end
		CS:SetColorHSV(h, red.s-(red.s-green.s)*p, red.v-(red.v-green.v)*p);
		local r,g,b = CS:GetColorRGB();
		local color = RGBToHex(r * 255, g * 255, b * 255);
		rawset(t, p, color);
		return color;
	end
});
local function GetNumberWithZeros(number, desiredLength)
	if desiredLength > 0 then
		local str = tostring(number);
		local length = string.len(str);
		local pos = string.find(str,"[.]");
		if not pos then
			str = str .. ".";
			for i=desiredLength,1,-1 do
				str = str .. "0";
			end
		else
			local totalExtra = desiredLength - (length - pos);
			for i=totalExtra,1,-1 do
				str = str .. "0";
			end
			if totalExtra < 1 then
				str = string.sub(str, 1, pos + desiredLength);
			end
		end
		return str;
	else
		return tostring(floor(number));
	end
end
local function GetProgressTextDefault(progress, total)
	return tostring(progress or 0) .. " / " .. tostring(total);
end
local function GetProgressTextRemaining(progress, total)
	return tostring((total or 0) - (progress or 0));
end
local function GetProgressPercent(progress, total)
	local percent = (progress or 0) / total;
	return percent, app.Settings:GetTooltipSetting("Show:Percentage")
		and (" (" .. GetNumberWithZeros(percent * 100, app.Settings:GetTooltipSetting("Precision")) .. "%)");
end
local function GetProgressColor(p)
	return progress_colors[p];
end
local function GetProgressColorText(progress, total)
	if total and total > 0 then
		local percent, percentText = GetProgressPercent(progress, total);
		return "|c" .. GetProgressColor(percent) .. app.GetProgressText(progress, total) .. (percentText or " ") .. "|r";
	end
end
local function GetCollectionIcon(state)
	return L[(state and (state == 2 and "COLLECTED_APPEARANCE_ICON" or "COLLECTED_ICON")) or "NOT_COLLECTED_ICON"];
end
local function GetCollectionText(state)
	return L[(state and (state == 2 and "COLLECTED_APPEARANCE" or "COLLECTED")) or "NOT_COLLECTED"];
end
local function GetCompletionIcon(state)
	return L[state and "COMPLETE_ICON" or "INCOMPLETE_ICON"];
end
local function GetCompletionText(state)
	return L[(state == 2 and "COMPLETE_OTHER") or (state and "COMPLETE") or "INCOMPLETE"];
end
local function GetProgressTextForRow(data)
	if data.total and (data.total > 1 or (data.total > 0 and not data.collectible)) then
		return GetProgressColorText(data.progress or 0, data.total);
	elseif data.collectible then
		return GetCollectionIcon(data.collected);
	elseif data.trackable then
		return GetCompletionIcon(data.saved);
	end
end
local function GetProgressTextForTooltip(data)
	if data.total and (data.total > 1 or (data.total > 0 and not data.collectible)) then
		return GetProgressColorText(data.progress or 0, data.total);
	elseif data.collectible then
		return GetCollectionText(data.collected);
	elseif data.trackable then
		return GetCompletionText(data.saved);
	end
end
app.GetProgressText = GetProgressTextDefault;
app.GetProgressTextDefault = GetProgressTextDefault;
app.GetProgressTextRemaining = GetProgressTextRemaining;
CS:Hide();

-- Source ID Harvesting Lib
local DressUpModel = CreateFrame('DressUpModel');
local NPCModelHarvester = CreateFrame('DressUpModel', nil, OffScreenFrame);
local inventorySlotsMap = {	-- Taken directly from CanIMogIt (Thanks!)
	["INVTYPE_HEAD"] = {1},
	["INVTYPE_NECK"] = {2},
	["INVTYPE_SHOULDER"] = {3},
	["INVTYPE_BODY"] = {4},
	["INVTYPE_CHEST"] = {5},
	["INVTYPE_ROBE"] = {5},
	["INVTYPE_WAIST"] = {6},
	["INVTYPE_LEGS"] = {7},
	["INVTYPE_FEET"] = {8},
	["INVTYPE_WRIST"] = {9},
	["INVTYPE_HAND"] = {10},
	["INVTYPE_RING"] = {11},
	["INVTYPE_TRINKET"] = {12},
	["INVTYPE_CLOAK"] = {15},
	["INVTYPE_WEAPON"] = {16, 17},
	["INVTYPE_SHIELD"] = {17},
	["INVTYPE_2HWEAPON"] = {16, 17},
	["INVTYPE_WEAPONMAINHAND"] = {16},
	["INVTYPE_RANGED"] = {16},
	["INVTYPE_RANGEDRIGHT"] = {16},
	["INVTYPE_WEAPONOFFHAND"] = {17},
	["INVTYPE_HOLDABLE"] = {17},
	["INVTYPE_TABARD"] = {19},
};
local function BuildGroups(parent, g)
	if g then
		-- Iterate through the groups
		for key, group in ipairs(g) do
			-- Set the group's parent
			group.parent = parent;
			-- print(key,group.key,group[group.key]);

			-- Build the groups
			BuildGroups(group, group.g);
		end
	end
end
local function BuildSourceText(group, l)
	if group.parent then
		if l < 1 then
			return BuildSourceText(group.parent, l + 1);
		else
			return BuildSourceText(group.parent, l + 1) .. " -> " .. (group.text or "*");
		end
	end
	return group.text or "*";
end
local function BuildSourceTextForChat(group, l)
	if group.parent then
		if l < 1 then
			return BuildSourceTextForChat(group.parent, l + 1);
		else
			return BuildSourceTextForChat(group.parent, l + 1) .. " -> " .. (group.text or "*");
		end
		return group.text or "*";
	end
	return "ATT";
end
local function BuildSourceTextForTSM(group, l)
	if group.parent then
		if l < 1 or not group.text then
			return BuildSourceTextForTSM(group.parent, l + 1);
		else
			return BuildSourceTextForTSM(group.parent, l + 1) .. "`" .. group.text;
		end
	end
	return L["TITLE"];
end
-- does not actually Clone Data, but rather returns a new table whose __index is the source table
local function CloneData(data)
	local clone = setmetatable({}, { __index = data });
	if data.g then
		clone.g = {};
		for i,group in ipairs(data.g) do
			local child = CloneData(group);
			child.parent = clone;
			tinsert(clone.g, child);
		end
	end
	return clone;
end
local function GetSourceID(itemLink, itemID)
	if IsDressableItem(itemLink) then
		-- Updated function courtesy of CanIMogIt, Thanks AmiYuy and Team! :D
		local sourceID = select(2, C_TransmogCollection.GetItemInfo(itemLink));
		if sourceID then return sourceID, true; end

		local itemID, _, _, slotName = GetItemInfoInstant(itemLink);
		if slotName then
			local slots = inventorySlotsMap[slotName];
			if slots then
				DressUpModel:SetUnit('player');
				DressUpModel:Undress();
				for i, slot in pairs(slots) do
					DressUpModel:TryOn(itemLink, slot);
					local sourceID = DressUpModel:GetSlotTransmogSources(slot);
					if sourceID and sourceID ~= 0 then
						-- Added 5/4/2018 - Account for DressUpModel lag... sigh
						local sourceItemLink = select(6, C_TransmogCollection.GetAppearanceSourceInfo(sourceID));
						if sourceItemLink and tonumber(sourceItemLink:match("item:(%d+)")) == itemID then
							return sourceID, true;
						end
					end
				end
			end
		end
		return nil, true;
	end
	return nil, false;
end
app.IsComplete = function(o)
	if o.total then return o.total == o.progress; end
	if o.collectible then return o.collected; end
	if o.trackable then return o.saved; end
end
app.GetSourceID = GetSourceID;
app.MaximumItemInfoRetries = 400;
local function GetDisplayID(data)
	if data.displayID then
		return data.displayID;
	elseif data.creatureID then
		local displayID = app.NPCDisplayIDFromID[data.creatureID];
		if displayID then
			return displayID;
		end
	end

	if data.providers and #data.providers > 0 then
		for k,v in pairs(data.providers) do
			-- if one of the providers is an NPC, we should show its texture regardless of other providers
			if v[1] == "n" then
				return app.NPCDisplayIDFromID[v[2]]
			end
		end
	end

	if data.qgs and #data.qgs > 0 then
		return app.NPCDisplayIDFromID[data.qgs[1]];
	end
end
local function GetUnobtainableTexture(group)
	-- old reasons are set to 0, so use 1 instead
	-- if unobtainable stuff changes again, this logic may need to adjust
	local index = math.max(L["UNOBTAINABLE_ITEM_REASONS"][group.u or 1][1],1);
	if group.itemID or group.spellID then
		if not group.b or group.b == 2 or group.b == 3 then
			index = 3;
		end
	end
	return L["UNOBTAINABLE_ITEM_TEXTURES"][index or 1];
end
local function SetPortraitIcon(self, data, x)
	self.lastData = data;
	local displayID = GetDisplayID(data);
	if displayID then
		SetPortraitTextureFromDisplayID(self, displayID);
		self:SetWidth(self:GetHeight());
		self:SetTexCoord(0, 1, 0, 1);
		return true;
	elseif data.unit and not data.icon then
		SetPortraitTexture(self, data.unit);
		self:SetWidth(self:GetHeight());
		self:SetTexCoord(0, 1, 0, 1);
		return true;
	end

	-- Fallback to a traditional icon.
	if data.atlas then
		self:SetAtlas(data.atlas);
		self:SetWidth(self:GetHeight());
		self:SetTexCoord(0, 1, 0, 1);
		if data["atlas-background"] then
			self.Background:SetAtlas(data["atlas-background"]);
			self.Background:SetWidth(self:GetHeight());
			self.Background:Show();
		end
		if data["atlas-border"] then
			self.Border:SetAtlas(data["atlas-border"]);
			self.Border:SetWidth(self:GetHeight());
			self.Border:Show();
			if data["atlas-color"] then
				local swatches = data["atlas-color"];
				self.Border:SetVertexColor(swatches[1], swatches[2], swatches[3], swatches[4] or 1.0);
			else
				self.Border:SetVertexColor(1, 1, 1, 1.0);
			end
		end
		return true;
	elseif data.icon then
		self:SetWidth(self:GetHeight());
		self:SetTexture(data.icon);
		local texcoord = data.texcoord;
		if texcoord then
			self:SetTexCoord(texcoord[1], texcoord[2], texcoord[3], texcoord[4]);
		else
			self:SetTexCoord(0, 1, 0, 1);
		end
		return true;
	end
end
local function GetRelativeDifficulty(group, difficultyID)
	if group then
		if group.difficultyID then
			if group.difficultyID == difficultyID then
				return true;
			end
			if group.difficulties then
				for i, difficulty in ipairs(group.difficulties) do
					if difficulty == difficultyID then
						return true;
					end
				end
			end
			return false;
		end
		if group.parent then
			return GetRelativeDifficulty(group.parent, difficultyID);
		else
			return true;
		end
	end
end
local function GetRelativeMap(group, currentMapID)
	if group then
		if group.mapID then return group.mapID; end
		if group.maps then
			if contains(group.maps, currentMapID) then
				return currentMapID;
			else
				return group.maps[1];
			end
		end
		if group.parent then return GetRelativeMap(group.parent, currentMapID); end
	end
	return currentMapID;
end
local function GetRelativeField(group, field, value)
	if group then
		if group[field] then
			if group[field] == value then
				return true;
			end
		end
		if group.parent then return GetRelativeField(group.parent, field, value); end
	end
end
local function GetRelativeValue(group, field)
	if group then
		if group[field] then return group[field]; end
		if group.parent then return GetRelativeValue(group.parent, field); end
	end
end
-- Filters a specs table to only those which the current Character class can choose
local function FilterSpecs(specs)
	if specs then
		if #specs > 0 then
			local specCount = #specs;
			for i=specCount,1,-1 do
				local specID = specs[i];
				local id, name, description, icon, role, class = GetSpecializationInfoByID(specID);
				if class ~= app.Class or not name or name == "" then
					table.remove(specs, i);
				end
			end
			table.sort(specs);
		end
	end
end
-- Returns proper, class-filtered specs for a given itemID
local function GetFixedItemSpecInfo(itemID)
	if not itemID then return {}; end
	local specs = GetItemSpecInfo(itemID);
	if not specs then
		specs = {}
	end
	if #specs < 1 then
		-- Starting with Legion items, the API seems to return no spec information when the item is in fact lootable by ANY spec
		local _, _, _, _, _, _, _, _, itemEquipLoc, _, _, itemClassID, itemSubClassID, _, expacID, _, _ = GetItemInfo(itemID);
		-- only Armor items
		if itemClassID and itemClassID == 4 then
			-- unable to distinguish between Trinkets usable by all specs (Font of Power) and Role-Specific trinkets which do not apply to any Role of the current Character
			if (expacID == 6 or expacID == 7) and (itemEquipLoc == "INVTYPE_NECK" or itemEquipLoc == "INVTYPE_FINGER") then
				local numSpecializations = GetNumSpecializations();
				if numSpecializations and numSpecializations > 0 then
					for i=1,numSpecializations,1 do
						local specID = select(1, GetSpecializationInfo(i));
						tinsert(specs, specID);
					end
				end
			end
		end
		table.sort(specs);
	else
		FilterSpecs(specs);
	end
	return specs;
end

-- Quest Completion Lib
local PrintQuestInfo = function(questID, new, info)
	if app.IsReady and app.Settings:GetTooltipSetting("Report:CompletedQuests") then
		local searchResults = app.SearchForField("questID", questID)
		if not searchResults or #searchResults <= 0 or (searchResults[1].parent and searchResults[1].parent.parent.text == "Unsorted") then
			questID = questID .. " |cffff5c6c(Not in ATT " .. app.Version .. ")|r";
		else
			if app.Settings:GetTooltipSetting("Report:UnsortedQuests") then
				return true;
			end
			-- tack on an 'HQT' tag if ATT thinks this QuestID is a Hidden Quest Trigger
			-- (sometimes 'real' quests are triggered complete when other 'real' quests are turned in and contribs may consider them HQT if not yet sourced
			-- so when a quest flagged as HQT is accepted/completed directly, it will be more noticable of being incorrectly sourced
			if searchResults[1].parent and searchResults[1].parent.parent.text == "Hidden Quest Triggers" then
				questID = questID .. " [HQT]";
			end
		end
		if new then
			print("Quest accepted: #" .. questID .. (info or ""));
		else
			print("Completed Quest #" .. questID .. (info or ""));
		end
	end
end
local DirtyQuests = {};
local CompletedQuests = setmetatable({}, {__newindex = function (t, key, value)
	if value then
		rawset(t, key, value);
		rawset(DirtyQuests, key, true);
		SetDataSubMember("CollectedQuests", key, 1);
		SetTempDataSubMember("CollectedQuests", key, 1);
		PrintQuestInfo(key);
	end
end});
-- returns nil if nil provided, otherwise true/false based on the specific quest being completed by the current character
local IsQuestFlaggedCompleted = function(questID)
	return questID and CompletedQuests[questID];
end
local IsQuestFlaggedCompletedForObject = function(t)
	-- nil if not a quest-based object
	if not t.questID then return; end
	-- 1 = This character completed this quest
	-- 2 = This quest was completed by another character on the account / This quest cannot be completed by this character
	-- If the quest is completed for this character, return completed.
	if IsQuestFlaggedCompleted(t.questID) then
		return 1;
	end
	-- account-mode: any character is viable to complete the quest, so alt quest completion shouldn't count for this quest
	local accountMode = app.Settings:Get("AccountMode");
	-- this quest cannot be obtained if any altQuest is completed on this character and not tracking as account mode
	-- If the quest has an altQuest which was completed on this character, return shared completed
	if not accountMode and t.altcollected then
		return 2;
	end
	-- If the quest is repeatable, then check other things to determine if it has ever been completed
	if t.repeatable and app.Settings:GetTooltipSetting("RepeatableFirstTime") then
		if t.questID and GetTempDataSubMember("CollectedQuests", t.questID) then
			return 1;
		end
		-- can an alt quest of a repeatable quest be permanent?
		-- if not considering account-mode, consider the quest completed once if any altquest was also completed
		if not accountMode and t.altQuests and #t.altQuests > 0 then
			-- If the quest has an altQuest which was completed on this character, return shared completed
			for i,questID in ipairs(t.altQuests) do
				-- any altQuest completed on this character, return shared completion
				if GetTempDataSubMember("CollectedQuests", questID) then
					return 2;
				end
			end
		end
		if Grail then
			-- Import previously completed repeatable quest from Grail addon data
			if Grail:HasQuestEverBeenCompleted(t.questID) then
				SetDataSubMember("CollectedQuests", t.questID, 1);
				SetTempDataSubMember("CollectedQuests", t.questID, 1);
				return 1;
			end
			-- if not considering account-mode tracking, consider the quest completed once if any altquest was also completed
			if not accountMode and t.altQuests and #t.altQuests > 0 then
				-- If the quest has an altQuest which was completed on this character, return shared completed
				local isCollected;
				for i,questID in ipairs(t.altQuests) do
					-- any altQuest completed on this character, return shared completion
					if Grail:HasQuestEverBeenCompleted(questID) then
						SetDataSubMember("CollectedQuests", questID, 1);
						SetTempDataSubMember("CollectedQuests", questID, 1);
						isCollected = 2;
					end
				end
				if isCollected then return isCollected; end
			end
		end
		if WorldQuestTrackerAddon then
			-- Import previously completed repeatable quest from WorldQuestTracker addon data
			local wqt_questDoneHistory = WorldQuestTrackerAddon.db.profile.history.quest
			local wqt_global = wqt_questDoneHistory.global
			local wqt_local = wqt_questDoneHistory.character[app.GUID]

			if wqt_local and wqt_local[t.questID] and wqt_local[t.questID] > 0 then
				SetDataSubMember("CollectedQuests", t.questID, 1);
				SetTempDataSubMember("CollectedQuests", t.questID, 1);
				return 1;
			end

			-- only consider altquest completion if not on account-mode
			if wqt_local and not accountMode and t.altQuests and #t.altQuests > 0 then
				local isCollected;
				for i,questID in ipairs(t.altQuests) do
					-- any altQuest completed on this character, return shared completion
					if wqt_local[questID] and wqt_local[questID] > 0 then
						SetDataSubMember("CollectedQuests", questID, 1);
						SetTempDataSubMember("CollectedQuests", questID, 1);
						isCollected = 2;
					end
				end
				if isCollected then return isCollected; end
			end

			-- quest completed on any character, return shared completion
			if wqt_global and wqt_global[t.questID] and wqt_global[t.questID] > 0 then
				SetDataSubMember("CollectedQuests", t.questID, 1);
				-- only return as completed if tracking account wide
				if app.AccountWideQuests then
					return 2;
				end
			end
		end
		-- quest completed on any character and tracking account-wide, return shared completion regardless of account-mode
		if app.AccountWideQuests then
			if GetDataSubMember("CollectedQuests", t.questID) then
				return 2;
			end
		end
	end
	if not t.repeatable and app.AccountWideQuests then
		-- any character has completed this specific quest, return shared completion
		if GetDataSubMember("CollectedQuests", t.questID) then
			return 2;
		end
	end
end

-- Quest Name Harvesting Lib (http://www.wowinterface.com/forums/showthread.php?t=46934)
local questRetries = {};
local QuestHarvester = CreateFrame("GameTooltip", "AllTheThingsQuestHarvester", UIParent, "GameTooltipTemplate");
local QuestTitleFromID = setmetatable({}, { __index = function(t, id)
	if not id then return nil; end
	QuestHarvester:SetOwner(UIParent, "ANCHOR_NONE");
	QuestHarvester:SetHyperlink("quest:"..id);
	local title = AllTheThingsQuestHarvesterTextLeft1:GetText() or C_QuestLog.GetTitleForQuestID(id);
	-- QuestHarvester:SetHyperlink("\124cffaaaaaa\124Hquest:".. id.."\124h[QUEST:".. id .. "]\124h\124r");
--	local title = AllTheThingsQuestHarvesterTextLeft1:GetText() or C_QuestLog.GetQuestInfo(id);
	QuestHarvester:Hide()
	if title and title ~= RETRIEVING_DATA then
		-- working Quest Link Example from Wowhead
		-- /script DEFAULT_CHAT_FRAME:AddMessage("\124cffffff00\124Hquest:48615:110\124h[War Never Changes]\124h\124r");
		-- /script DEFAULT_CHAT_FRAME:AddMessage("\124cffff0000\124Hquest:48615\124h[VisibleText]\124h\124r");
		-- QuestHarvester:SetHyperlink("\124cffffff00\124Hquest:".. id .."\124h[".. title .. "]\124h\124r");
		rawset(questRetries, id, nil);
		rawset(t, id, title);
		return title
	else
		local retries = rawget(questRetries, id);
		if retries and retries > 120 then
			title = "Quest #" .. id .. "*";
			rawset(questRetries, id, nil);
			rawset(t, id, title);
			return title;
		else
			rawset(questRetries, id, (retries or 0) + 1);
	end
		return RETRIEVING_DATA;
	end
end })

-- NPC & Title Name Harvesting Lib (https://us.battle.net/forums/en/wow/topic/20758497390?page=1#post-4, Thanks Gello!)
local NPCTitlesFromID = {};
local NPCHarvester = CreateFrame("GameTooltip", "AllTheThingsNPCHarvester", UIParent, "GameTooltipTemplate");
local NPCNameFromID = setmetatable({}, { __index = function(t, id)
	if id > 0 then
		NPCHarvester:SetOwner(UIParent,"ANCHOR_NONE")
		NPCHarvester:SetHyperlink(format("unit:Creature-0-0-0-0-%d-0000000000",id))
		local title = AllTheThingsNPCHarvesterTextLeft1:GetText();
		if title and NPCHarvester:NumLines() > 2 then
			rawset(NPCTitlesFromID, id, AllTheThingsNPCHarvesterTextLeft2:GetText());
		end
		NPCHarvester:Hide();
		if title and title ~= RETRIEVING_DATA then
			rawset(t, id, title);
			return title;
		end
	else
		local title = L["NPC_ID_NAMES"][id];
		rawset(t, id, title);
		return title;
	end
end});

local function GetMaxAchievement(container)
	local maxID = -1
	for k,v in pairs(container) do
		if k == "achievementID" and v > maxID then
			maxID = v
		elseif k == "g" or (k ~= "parent" and type(v) == "table") then
			local groupMaxID = GetMaxAchievement(v)
			if groupMaxID > maxID then maxID = groupMaxID end
		end
	end
   return maxID
end
local function SetAchievementCollectionStatus(achievementID, status)
	local id,name,_,accCompleted,_,_,_,_,flags,_,_,isGuild = GetAchievementInfo(achievementID)
	if id and bit.band(flags,0x1) == 0 and not isGuild and accCompleted then
		SetDataSubMember("CollectedAchievements", id, 1)
	end
end
local function RefreshAchievementCollection()
	local maxID = GetMaxAchievement(app.Categories.Achievements)
	for achievementID=1,maxID,1 do SetAchievementCollectionStatus(achievementID, 1) end
end
-- Search Caching
local searchCache, CreateObject, MergeObject, MergeObjects = {};
app.searchCache = searchCache;
(function()
local keysByPriority = {	-- Sorted by frequency of use.
	"s",
	"toyID",
	"itemID",
	"speciesID",
	"questID",
	"npcID",
	"creatureID",
	"objectID",
	"mapID",
	"criteriaID",
	"achID",
	"currencyID",
	"encounterID",
	"instanceID",
	"recipeID",
	"spellID",
	"classID",
	"professionID",
	"categoryID",
	"followerID",
	"illusionID",
	"unit",
	"dungeonID"
};
local function GetKey(t)
	for i,key in ipairs(keysByPriority) do
		if rawget(t, key) then
			return key;
		end
	end
	for i,key in ipairs(keysByPriority) do
		if t[key] then	-- This goes a bit deeper.
			return key;
		end
	end
	--[[
	print("could not determine key for object")
	for key,value in pairs(t) do
		print(key, value);
	end
	]]--
end
local function CreateHash(t)
	local key = t.key or GetKey(t);
	if key then
		local hash = key .. (rawget(t, key) or t[key] or "NOKEY");
		if key == "criteriaID" and t.achievementID then hash = hash .. ":" .. t.achievementID; end
		if key == "creatureID" then
			if t.encounterID then hash = hash .. ":" .. t.encounterID; end
			if t.difficultyID then hash = hash .. "-" .. t.difficultyID; end
		end
		if key == "encounterID" then
			if t.creatureID or t.npcID then hash = hash .. ":" .. (t.creatureID or t.npcID); end
			if t.difficultyID then hash = hash .. "-" .. t.difficultyID; end
			if t.crs then
				local numCrs = #t.crs;
				if numCrs == 1 then
					hash = hash .. t.crs[1];
				elseif numCrs == 2 then
					hash = hash .. t.crs[1] .. t.crs[2];
				elseif numCrs > 2 then
					hash = hash .. t.crs[1] .. t.crs[2] .. t.crs[3];
				end
			end
		end
		rawset(t, "hash", hash);
		return hash;
	end
end
local function GetHash(t)
	return t.hash or CreateHash(t);
end
CreateObject = function(t)
	local s = {};
	if t[1] then
		-- array
		for i,o in ipairs(t) do
			tinsert(s, CreateObject(o));
		end
		return s;
	else
		if t.key == "criteriaID" then s.achievementID = t.achievementID; end
		for k,v in pairs(t) do
			rawset(s, k, v);
		end
		if t.g then
			s.g = {};
			for i,o in ipairs(t.g) do
				tinsert(s.g, CreateObject(o));
			end
		end

		local meta = getmetatable(t);
		if meta then
			setmetatable(s, meta);
			return s;
		else
			t = s;
			if t.mapID then
				t = app.CreateMap(t.mapID, t);
			elseif t.s then
				t = app.CreateItemSource(t.s, t.itemID, t);
			elseif t.encounterID then
				t = app.CreateEncounter(t.encounterID, t);
			elseif t.instanceID then
				t = app.CreateInstance(t.instanceID, t);
			elseif t.currencyID then
				t = app.CreateCurrencyClass(t.currencyID, t);
			elseif t.speciesID then
				t = app.CreateSpecies(t.speciesID, t);
			elseif t.objectID then
				t = app.CreateObject(t.objectID, t);
			elseif t.followerID then
				t = app.CreateFollower(t.followerID, t);
			elseif t.illusionID then
				t = app.CreateIllusion(t.illusionID, t);
			elseif t.professionID then
				t = app.CreateProfession(t.professionID, t);
			elseif t.categoryID then
				t = app.CreateCategory(t.categoryID, t);
			elseif t.criteriaID then
				t = app.CreateAchievementCriteria(t.criteriaID, t);
			elseif t.achID then
				t = app.CreateAchievement(t.achID, t);
			elseif t.recipeID then
				t = app.CreateRecipe(t.recipeID, t);
			elseif t.spellID then
				t = app.CreateRecipe(t.spellID, t);
			elseif t.itemID then
				if t.isToy then
					t = app.CreateToy(t.itemID, t);
				else
					t = app.CreateItem(t.itemID, t);
				end
			elseif t.classID then
				t = app.CreateCharacterClass(t.classID, t);
			elseif t.npcID or t.creatureID then
				t = app.CreateNPC(t.npcID or t.creatureID, t);
			elseif t.questID then
				if t.isVignette then
					t = app.CreateVignette(t.questID, t);
				else
					t = app.CreateQuest(t.questID, t);
				end
			elseif t.unit then
				t = app.CreateUnit(t.unit, t);
			else
				t = setmetatable({}, { __index = t });
			end
			t.visible = true;
			return t;
		end
	end
end
-- merges the properties of the o group into the g group, making sure not to alter the filterability of the group
MergeProperties = function(g, o)
	if g and o then
		for k,v in pairs(o) do
			if k ~= "expanded" and
				k ~= "g" and
				(k ~= "parent" or not rawget(g, k) or app.RecursiveGroupRequirementsFilter(v)) then
				rawset(g, k, v);
			end
		end
	end
end
MergeObjects = function(g, g2)
	if #g2 > 25 then
		local hashTable,t = {};
		for i,o in ipairs(g) do
			local hash = GetHash(o);
			if hash then
				hashTable[hash] = o;
			end
		end
		for i,o in ipairs(g2) do
			local hash = GetHash(o);
			if hash then
				t = hashTable[hash];
				if t then
					if o.g then
						local og = o.g;
						o.g = nil;
						if t.g then
							MergeObjects(t.g, og);
						else
							t.g = og;
						end
					end
					MergeProperties(t, o);
					-- for k,v in pairs(o) do
					-- 	if k ~= "expanded" and (k ~= "parent" or not rawget(o, k) or app.RecursiveGroupRequirementsFilter(v)) then
					-- 		rawset(o, k, v);
					-- 	end
					-- end
				else
					hashTable[hash] = o;
					tinsert(g, o);
				end
			else
				tinsert(g, o);
			end
		end
	else
		for i,o in ipairs(g2) do
			MergeObject(g, o);
		end
	end
end
MergeObject = function(g, t, index)
	local hash = GetHash(t);
	-- print("_",hash);
	if hash then
		for i,o in ipairs(g) do
			if GetHash(o) == hash then
				if t.g then
					local tg = t.g;
					t.g = nil;
					if o.g then
						MergeObjects(o.g, tg);
					else
						o.g = tg;
					end
				end
				MergeProperties(o, t);
				-- for k,v in pairs(t) do
				-- 	if k ~= "expanded" and (k ~= "parent" or not rawget(o, k) or app.RecursiveGroupRequirementsFilter(v)) then
				-- 		rawset(o, k, v);
				-- 	end
				-- end
				return o;
			end
		end
	end
	if index then
		tinsert(g, index, t);
	else
		tinsert(g, t);
	end
	return t;
end
end)();
local function ExpandGroupsRecursively(group, expanded, manual)
	-- expand if there is any sub-group
	if group.g then
		-- if manually expanding
		if (manual or
				-- it's not an item
				(not group.itemID and
				-- incomplete things actually exist below itself
				((group.total or 0) > (group.progress or 0)) and
				-- it is not a 'saved' thing for this character or account mode is active
				(not group.saved or group.saved ~= 1 or app.Settings:Get("AccountMode")))
			) then
			-- print("expanded",group.key,group[group.key]);
			group.expanded = expanded;
			for i, subgroup in ipairs(group.g) do
				ExpandGroupsRecursively(subgroup, expanded, manual);
			end
		end
	end
end
-- Returns true if any subgroup of the provided group is currently expanded, otherwise nil
local function HasExpandedSubgroup(group)
	if group and group.g then
		for i, subgroup in ipairs(group.g) do
			-- dont need recursion since a group has to be expanded for a subgroup to be visible within it
			if subgroup.expanded then
				return true;
			end
		end
	end
	return false;
end
local function ReapplyExpand(g, g2)
	for j,p in ipairs(g2) do
		local found = false;
		local key = p.key;
		local id = p[key];
		for i,o in ipairs(g) do
			if o[key] == id then
				found = true;
				if o.expanded then
					if not p.expanded then
						p.expanded = true;
						if o.g and p.g then ReapplyExpand(o.g, p.g); end
					end
				end
				break;
			end
		end
		if not found then
			ExpandGroupsRecursively(p, true);
		end
	end
end

local ResolveSymbolicLink;
(function()
local subroutines;
subroutines = {
	["pvp_gear_base"] = function(headerID1, headerID2, headerID3)
		return {
			{"select", "npcID", headerID1 },	-- Select the Expansion header
			{"pop"},	-- Discard the Expansion header and acquire the children.
			{"where", "npcID", headerID2 },	-- Select the Season header
			{"pop"},	-- Discard the Season header and acquire the children.
			{"where", "npcID", headerID3 },	-- Select the Set header
		};
	end,
	["pvp_gear_faction_base"] = function(headerID1, headerID2, headerID3, headerID4)
		return {
			{"select", "npcID", headerID1 },	-- Select the Expansion header
			{"pop"},	-- Discard the Expansion header and acquire the children.
			{"where", "npcID", headerID2 },	-- Select the Season header
			{"pop"},	-- Discard the Season header and acquire the children.
			{"where", "npcID", headerID3 },	-- Select the Faction header
			{"pop"},	-- Discard the Faction header and acquire the children.
			{"where", "npcID", headerID4 },	-- Select the Set header
		};
	end,
	-- Set Gear
	["pvp_set_ensemble"] = function(headerID1, headerID2, headerID3, classID)
		return {
			{"select", "npcID", headerID1 },	-- Select the Expansion header
			{"pop"},	-- Discard the Expansion header and acquire the children.
			{"where", "npcID", headerID2 },	-- Select the Season header
			{"pop"},	-- Discard the Season header and acquire the children.
			{"where", "npcID", headerID3 },	-- Select the Set header
			{"pop"},	-- Discard the Set header and acquire the children.
			{"where", "classID", classID },	-- Select all the class header.
			{"pop"},	-- Discard the class header and acquire the children.
			{"is", "itemID"},
			{"is", "f"},	-- If it has a filterID, keep it, otherwise throw it away.
		};
	end,
		["pvp_set_faction_ensemble"] = function(headerID1, headerID2, headerID3, headerID4, classID)
		return {
			{"select", "npcID", headerID1 },	-- Select the Expansion header
			{"pop"},	-- Discard the Expansion header and acquire the children.
			{"where", "npcID", headerID2 },	-- Select the Season header
			{"pop"},	-- Discard the Season header and acquire the children.
			{"where", "npcID", headerID3 },	-- Select the Faction header
			{"pop"},	-- Discard the Season header and acquire the children.
			{"where", "npcID", headerID4 },	-- Select the Set header
			{"pop"},	-- Discard the Set header and acquire the children.
			{"where", "classID", classID },	-- Select all the class header.
			{"pop"},	-- Discard the class header and acquire the children.
			{"is", "itemID"},
			{"is", "f"},	-- If it has a filterID, keep it, otherwise throw it away.
		};
	end,
	-- Weapons
	["pvp_weapons_ensemble"] = function(headerID1, headerID2, headerID3)
		return {
			{"select", "npcID", headerID1 },	-- Select the Expansion header
			{"pop"},	-- Discard the Expansion header and acquire the children.
			{"where", "npcID", headerID2 },	-- Select the Season header
			{"pop"},	-- Discard the Season header and acquire the children.
			{"where", "npcID", headerID3 },	-- Select the Set header
			{"pop"},	-- Discard the Set header and acquire the children.
			{"where", "npcID", -319 },	-- Select the "Weapons" header.
			{"pop"},	-- Discard the class header and acquire the children.
			{"is", "itemID"},
			{"is", "f"},	-- If it has a filterID, keep it, otherwise throw it away.
		};
	end,
	["pvp_weapons_faction_ensemble"] = function(headerID1, headerID2, headerID3, headerID4)
		return {
			{"select", "npcID", headerID1 },	-- Select the Expansion header
			{"pop"},	-- Discard the Expansion header and acquire the children.
			{"where", "npcID", headerID2 },	-- Select the Season header
			{"pop"},	-- Discard the Season header and acquire the children.
			{"where", "npcID", headerID3 },	-- Select the Faction header
			{"pop"},	-- Discard the Season header and acquire the children.
			{"where", "npcID", headerID4 },	-- Select the Set header
			{"pop"},	-- Discard the Set header and acquire the children.
			{"where", "npcID", -319 },	-- Select the "Weapons" header.
			{"pop"},	-- Discard the class header and acquire the children.
			{"is", "itemID"},
			{"is", "f"},	-- If it has a filterID, keep it, otherwise throw it away.
		};
	end,
	-- Island Expeditions Sets
	["islandexpeditions_sets"] = function(headerID1, headerID2)
		return {
			{"select", "npcID", -3338 },	-- Select the Island Expeditions header
			{"pop"},	-- Discard the Island Expeditions header and acquire the children.
			{"where", "npcID", -6015 },	-- Select the Rewards header
			{"pop"},	-- Discard the Rewards header and acquire the children.
			{"where", "npcID", -3339 },	-- Select the Item Sets header
			{"pop"},	-- Discard the Item Sets header and acquire the children.
			{"where", "npcID", headerID1 },	-- Select the Armor Typ header
			{"pop"},	-- Discard the Set header and acquire the children.
			{"where", "npcID", headerID2 },	-- Select the Set header
		};
	end,
	["legion_relinquished_base"] = function()
		return {
			-- Legion Legendaries
			--[[
			{"select", "npcID", 106655},	-- Arcanomancer Vridiel
			{"pop"},	-- Remove Arcanomancer Vridiel and push his children into the processing queue.
			{ "exclude", "itemID", 154879, 157796 },	-- Exclude the Purified Titan Essence and the Awoken Titan Essence
			{"pop"},	-- Remove the Legendary Tokens and push the children into the processing queue.
			{"finalize"},	-- Push the items to the finalized list.
			]]--

			-- PVP Gear
			--[[
			-- Demonic Combatant & Gladiator Season 7 Gear
			{"select", "npcID", -688},	-- Demonic Gladiator Season 7
			{"pop"},	-- Remove Season Header and push the children into the processing queue.
			{"pop"},	-- Remove Faction Header and push the children into the processing queue.
			{"contains", "npcID", -660, -661},	-- Select only the Aspirant / Combatant Gear & Gladiator Headers.
			{"pop"},	-- Remove Aspirant / Combatant Gear Header and push the children into the processing queue.
			{"pop"},	-- Remove Class / Armor Header and push the children into the processing queue.
			{"finalize"},	-- Push the items to the finalized list.
			]]--

			-- Unsullied Gear
			{"select", "itemID", 152740},	-- Unsullied Cloak
			{"select", "itemID", 152738},	-- Unsullied Cloth Cap
			{"select", "itemID", 152734},	-- Unsullied Cloth Mantle
			{"select", "itemID", 153135},	-- Unsullied Cloth Robes
			{"select", "itemID", 152742},	-- Unsullied Cloth Cuffs
			{"select", "itemID", 153141},	-- Unsullied Cloth Mitts
			{"select", "itemID", 153156},	-- Unsullied Cloth Sash
			{"select", "itemID", 153154},	-- Unsullied Cloth Leggings
			{"select", "itemID", 153144},	-- Unsullied Cloth Slippers
			{"select", "itemID", 153139},	-- Unsullied Leather Headgear
			{"select", "itemID", 153145},	-- Unsullied Leather Spaulders
			{"select", "itemID", 153151},	-- Unsullied Leather Tunic
			{"select", "itemID", 153142},	-- Unsullied Leather Armbands
			{"select", "itemID", 152739},	-- Unsullied Leather Grips
			{"select", "itemID", 153148},	-- Unsullied Leather Belt
			{"select", "itemID", 152737},	-- Unsullied Leather Trousers
			{"select", "itemID", 153136},	-- Unsullied Leather Treads
			{"select", "itemID", 153147},	-- Unsullied Mail Coif
			{"select", "itemID", 153137},	-- Unsullied Mail Spaulders
			{"select", "itemID", 152741},	-- Unsullied Mail Chestguard
			{"select", "itemID", 153158},	-- Unsullied Mail Bracers
			{"select", "itemID", 153149},	-- Unsullied Mail Gloves
			{"select", "itemID", 152744},	-- Unsullied Mail Girdle
			{"select", "itemID", 153138},	-- Unsullied Mail Legguards
			{"select", "itemID", 153152},	-- Unsullied Mail Boots
			{"select", "itemID", 153155},	-- Unsullied Plate Helmet
			{"select", "itemID", 153153},	-- Unsullied Plate Pauldrons
			{"select", "itemID", 153143},	-- Unsullied Plate Breasplate
			{"select", "itemID", 153150},	-- Unsullied Plate Vambraces
			{"select", "itemID", 153157},	-- Unsullied Plate Gauntlets
			{"select", "itemID", 153140},	-- Unsullied Plate Waistplate
			{"select", "itemID", 153146},	-- Unsullied Plate Greaves
			{"select", "itemID", 152743},	-- Unsullied Plate Sabatons
			{"select", "itemID", 152736},	-- Unsullied Necklace
			{"select", "itemID", 152735},	-- Unsullied Ring
			{"select", "itemID", 152733},	-- Unsullied Trinket
			{"select", "itemID", 152799},	-- Unsullied Relic
			{"pop"},	-- Remove the Unsullied Tokens and push the children into the processing queue.
			{"finalize"},	-- Push the Unsullied items to the finalized list.

			-- World Bosses
			{"select", "encounterID", 1790},	-- Ana-Mouz
			{"select", "encounterID", 1956},	-- Apocron
			{"select", "encounterID", 1883},	-- Brutallus
			{"select", "encounterID", 1774},	-- Calamir
			{"select", "encounterID", 1789},	-- Drugon the Frostblood
			{"select", "encounterID", 1795},	-- Flotsam
			{"select", "encounterID", 1770},	-- Humongris
			{"select", "encounterID", 1769},	-- Levantus
			{"select", "encounterID", 1884},	-- Malificus
			{"select", "encounterID", 1783},	-- Na'zak the Fiend
			{"select", "encounterID", 1749},	-- Nithogg
			{"select", "encounterID", 1763},	-- Shar'thos
			{"select", "encounterID", 1885},	-- Si'vash
			{"select", "encounterID", 1756},	-- The Soultakers
			{"select", "encounterID", 1796},	-- Withered J'im
			{"pop"},	-- Remove the World Bosses and push the children into the processing queue.
			{"finalize"},	-- Push the unprocessed Items to the finalized list.

			-- Raids
			{"select", "instanceID", 768},	-- Emerald Nightmare
			{"select", "instanceID", 861},	-- Trial of Valor
			{"select", "instanceID", 786},	-- The Nighthold
			{"select", "instanceID", 875},	-- Tomb of Sargeras

			-- Process the Dungeons, Normal Mode Only Loot for boots.
			{"pop"},	-- Discard the Instance Headers and acquire all of their children.
			{"where", "difficultyID", 14},	-- Select only the Normal Difficulty Headers.
			{"pop"},	-- Discard the Difficulty Headers and acquire all of their children.
			{"is", "encounterID"},	-- Only use the encounters themselves, no zone drops.
			{"pop"},	-- Discard the Encounter Headers and acquire all of their children.
			{"finalize"},	-- Push the unprocessed Items to the finalized list.

			-- Dungeons
			{"select", "instanceID", 777},	-- Assault on Violet Hold
			{"select", "instanceID", 740},	-- Blackrook Hold
			{"select", "instanceID", 900},	-- Cathedral of Eternal Night
			{"select", "instanceID", 800},	-- Court of Stars
			{"select", "instanceID", 762},	-- Darkheart Thicket
			{"select", "instanceID", 716},	-- Eye of Azshara
			{"select", "instanceID", 721},	-- Halls of Valor
			{"select", "instanceID", 727},	-- Maw of Souls
			{"select", "instanceID", 767},	-- Neltharion's Lair
			{"select", "instanceID", 860},	-- Return to Karazhan
			{"select", "instanceID", 945},	-- Seat of the Triumvirate
			{"select", "instanceID", 749},	-- The Arcway
			{"select", "instanceID", 707},	-- Vault of the Wardens

			-- Process the Dungeons, Mythic Mode Only Loot for boots.
			{"pop"},	-- Discard the Instance Headers and acquire all of their children.
			{"where", "difficultyID", 23},	-- Select only the Mythic Difficulty Headers.
			{"pop"},	-- Discard the Difficulty Headers and acquire all of their children.
			{"pop"},	-- Discard the Encounter Headers and acquire all of their children.
			{"finalize"},	-- Push the unprocessed Items to the finalized list.

			-- World Quest Rewards
			{"select", "mapID", 905},	-- Argus
			{"select", "mapID", 630},	-- Azsuna
			{"select", "mapID", 646},	-- Broken Shore
			{"select", "mapID", 650},	-- Highmountain
			{"select", "mapID", 634},	-- Stormheim
			{"select", "mapID", 680},	-- Suramar
			{"select", "mapID", 641},	-- Val'sharah

			-- Process the World Quest Rewards
			{"pop"},	-- Discard the Map Headers and acquire all of their children.
			{"where", "npcID", -34},	-- Select only the World Quest Headers
			{"pop"},	-- Discard the World Quest Headers and acquire all of their children.
			{"is", "npcID"},	-- Only use the item sets themselves, no zone drops.
			{"pop"},	-- Discard the item set Headers and acquire all of their children.
			{"finalize"},	-- Push the unprocessed Items to the finalized list.

			{"merge"},	-- Merge the finalized items back into the processing queue.
			{"is", "itemID"},	-- Only Items!
		};
	end,
	["legion_relinquished"] = function(invtypes, ...)
		local f = {...};
		local commands = subroutines["legion_relinquished_base"]();
		if type(invtypes) == 'number' then tinsert(f, invtypes); end
		if #f > 0 then tinsert(commands, {"contains", "f", unpack(f) }); end	-- Specific filterIDs only!
		if type(invtypes) == 'table' then tinsert(commands, {"invtype", unpack(invtypes)}); end	-- Only pay attention to items equipped in the slots.
		tinsert(commands, {"postprocess"});	-- Post Process the search results to ensure no duplicate keys exist.
		tinsert(commands, {"modID", 43});	-- Reassign the ModID to 43.
		return commands;
	end,
	["legion_relinquished_relic"] = function(relictype)
		local commands = subroutines["legion_relinquished_base"]();
		if relictype then tinsert(commands, {"relictype", relictype}); end	-- Only pay attention to relics of a certain kind
		tinsert(commands, {"postprocess"});	-- Post Process the search results to ensure no duplicate keys exist.
		tinsert(commands, {"modID", 43});	-- Reassign the ModID to 43.
		return commands;
	end,
	["bfa_azerite_armor_chest_dungeons"] = function()
		return {
			-- Dungeons
			{"select", "instanceID", 968},	-- Atal'Dazar
			{"select", "instanceID", 1001},	-- Freehold
			{"select", "instanceID", 1041},	-- King's Rest
			{"select", "instanceID", 1178},	-- Operation: Mechagon ??
			{"select", "instanceID", 1036},	-- Shrine of the Storm
			{"select", "instanceID", 1023},	-- Siege of Boralus
			{"select", "instanceID", 1030},	-- Temple of Sethraliss
			{"select", "instanceID", 1012},	-- The MOTHERLODE!!
			{"select", "instanceID", 1022},	-- The Underrot
			{"select", "instanceID", 1002},	-- Tol Dagor
			{"select", "instanceID", 1021},	-- Waycrest Manor

			-- Process the Dungeons, Heroic Mode Only Loot for the azerite pieces.
			{"pop"},	-- Discard the Instance Headers and acquire all of their children.
			{"where", "difficultyID", 2},	-- Select only the Heroic Difficulty Headers.
			{"pop"},	-- Discard the Difficulty Headers and acquire all of their children.
			{"pop"},	-- Discard the Encounter Headers and acquire all of their children.
			{"is", "itemID"},	-- Only Items!
			{"invtype", "INVTYPE_HEAD", "INVTYPE_SHOULDER", "INVTYPE_CHEST", "INVTYPE_ROBE" },	-- Only Head, Shoulders, and Chest items. (azerite)
			{"modID", 2},	-- Heroic
		};
	end,
	["bfa_azerite_armor_chest_warfront"] = function()
		return {
			{"select", "npcID", -10057},	-- War Effort
			{"pop"},	-- Discard the War Effort Header and acquire the children.
			{"where", "mapID", 14},	-- Arathi Highlands
			{"pop"},	-- Discard the Map Header and acquire the children.
			{"where", "npcID", -1 },	-- Select the Common Boss Drop Header.
			{"pop"},	-- Discard the Common Boss Drop Header and acquire the children.
			{"postprocess"},	-- Post Process the search results to ensure no duplicate keys exist.
			{"is", "itemID"},	-- Only Items!
			{"invtype", "INVTYPE_HEAD", "INVTYPE_SHOULDER", "INVTYPE_CHEST", "INVTYPE_ROBE" },	-- Only Head, Shoulders, and Chest items. (azerite)
			{"modID", 5},	-- iLvl 340
		}
	end,
	["bfa_azerite_armor_chest_zonedrops"] = function()
		return {
			-- World Quest Rewards
			{"select", "mapID", 896},	-- Drustvar
			{"select", "mapID", 942},	-- Stormsong Valley
			{"select", "mapID", 895},	-- Tiragarde Sound
			{"select", "mapID", 863},	-- Nazmir
			{"select", "mapID", 864},	-- Vol'dun
			{"select", "mapID", 862},	-- Zuldazar

			-- Process the World Quest Rewards
			{"pop"},	-- Discard the Map Headers and acquire all of their children.
			{"where", "npcID", -34},	-- Select only the World Quest Headers
			{"pop"},	-- Discard the World Quest Headers and acquire all of their children.
			{"is", "npcID"},	-- Only use the item sets themselves, no zone drops.
			{"pop"},	-- Discard the item set Headers and acquire all of their children.

			-- Process the the headers for the Azerite Armor pieces.
			{"is", "itemID"},	-- Only Items!
			{"invtype", "INVTYPE_HEAD", "INVTYPE_SHOULDER", "INVTYPE_CHEST", "INVTYPE_ROBE" },	-- Only Head, Shoulders, and Chest items. (azerite)
			{"myModID"},
		};
	end,
	["bfa_azerite_armor_chest"] = function()
		return {
			{ "subif", "bfa_azerite_armor_chest_dungeons", function(o) return (not o.modID) or o.modID == 1 or o.modID == 2; end },
			{ "finalize" },
			{ "subif", "bfa_azerite_armor_chest_warfront", function(o) return (not o.modID) or o.modID == 1 or o.modID == 5; end },
			{ "finalize" },
			{ "subif", "bfa_azerite_armor_chest_zonedrops", function(o) return (not o.modID) or (o.modID ~= 2 and o.modID ~= 5); end },
			{ "merge" },
			{ "postprocess" },
		};
	end,
};
ResolveSymbolicLink = function(o)
	if o and o.sym then
		local searchResults, finalized = {}, {};
		for j,sym in ipairs(o.sym) do
			local cmd = sym[1];
			-- print("Resolving Symbolic Link using '" .. tostring(cmd) .. "' with [" .. tostring(sym[2]) .. "] & [" .. tostring(sym[3]) .. "]")
			if cmd == "select" then
				-- Instruction to search the full database for something.
				local cache = app.SearchForField(sym[2], sym[3]);
				if cache then
					for k,s in ipairs(cache) do
						local ref = ResolveSymbolicLink(s);
						if ref then
							if s.g then
								for i,m in ipairs(s.g) do
									table.insert(searchResults, m);
								end
							end
							for i,m in ipairs(ref) do
								table.insert(searchResults, m);
							end
						else
							table.insert(searchResults, s);
						end
					end
				else
					print("Failed to select ", sym[2], sym[3]);
				end
			elseif cmd == "pop" then
				-- Instruction to "pop" all of the group values up one level.
				local orig = searchResults;
				searchResults = {};
				for k,s in ipairs(orig) do
					if s.g then
						for l,t in ipairs(s.g) do
							table.insert(searchResults, t);
						end
					end
				end
			elseif cmd == "where" then
				-- Instruction to include only search results where a key value is a value
				local key, value = sym[2], sym[3];
				for k=#searchResults,1,-1 do
					local s = searchResults[k];
					if not s[key] or s[key] ~= value then
						table.remove(searchResults, k);
					end
				end
			elseif cmd == "index" then
				-- Instruction to include the search result with a given index within each of the selection's groups.
				local index = sym[2];
				local orig = searchResults;
				searchResults = {};
				for k=#orig,1,-1 do
					local s = orig[k];
					if s.g and index <= #s.g then
						table.insert(searchResults, s.g[index]);
					end
				end
			elseif cmd == "not" then
				-- Instruction to include only search results where a key value is not a value
				if #sym > 3 then
					local dict = {};
					for k=2,#sym,2 do
						dict[sym[k] ] = sym[k + 1];
					end
					for k=#searchResults,1,-1 do
						local s = searchResults[k];
						local matched = true;
						for key,value in pairs(dict) do
							if not s[key] or s[key] ~= value then
								matched = false;
								break;
							end
						end
						if matched then
							table.remove(searchResults, k);
						end
					end
				else
					local key, value = sym[2], sym[3];
					for k=#searchResults,1,-1 do
						local s = searchResults[k];
						if s[key] and s[key] == value then
							table.remove(searchResults, k);
						end
					end
				end
			elseif cmd == "is" then
				-- Instruction to include only search results where a key exists
				local key = sym[2];
				for k=#searchResults,1,-1 do
					local s = searchResults[k];
					if not s[key] then table.remove(searchResults, k); end
				end
			elseif cmd == "isnt" then
				-- Instruction to include only search results where a key doesn't exist
				local key = sym[2];
				for k=#searchResults,1,-1 do
					local s = searchResults[k];
					if s[key] then table.remove(searchResults, k); end
				end
			elseif cmd == "contains" then
				-- Instruction to include only search results where a key value contains a value.
				local key = sym[2];
				local clone = {unpack(sym)};
				table.remove(clone, 1);
				table.remove(clone, 1);
				if #clone > 0 then
					for k=#searchResults,1,-1 do
						local s = searchResults[k];
						if not s[key] or not contains(clone, s[key]) then
							table.remove(searchResults, k);
						end
					end
				end
			elseif cmd == "exclude" then
				-- Instruction to exclude search results where a key value contains a value.
				local key = sym[2];
				local clone = {unpack(sym)};
				table.remove(clone, 1);
				table.remove(clone, 1);
				if #clone > 0 then
					for k=#searchResults,1,-1 do
						local s = searchResults[k];
						if s[key] and contains(clone, s[key]) then
							table.remove(searchResults, k);
						end
					end
				end
			elseif cmd == "isrelic" then
				-- Instruction to include only search results where an item is a relic.
				for k=#searchResults,1,-1 do
					local s = searchResults[k];
					if s.itemID and IsArtifactRelicItem(s.itemID) then
						-- We're good.
					else
						table.remove(searchResults, k);
					end
				end
			elseif cmd == "finalize" then
				-- Instruction to finalize the current search results and prevent additional queries from affecting this selection.
				for k,s in ipairs(searchResults) do
					table.insert(finalized, s);
				end
				wipe(searchResults);
			elseif cmd == "merge" then
				-- Instruction to take all of the finalized and non-finalized search results and merge them back in to the processing queue.
				for k,s in ipairs(searchResults) do
					table.insert(finalized, s);
				end
				searchResults = finalized;
				finalized = {};
			elseif cmd == "postprocess" then
				-- Instruction to take all of the current search results and ensure that there are no duplicated primary keys.
				local uniques = {};
				MergeObjects(uniques, searchResults);
				searchResults = uniques;
			elseif cmd == "invtype" then
				-- Instruction to include only search results where an item is of a specific inventory type.
				local types = {unpack(sym)};
				table.remove(types, 1);
				if #types > 0 then
					for k=#searchResults,1,-1 do
						local s = searchResults[k];
						if s.itemID and not contains(types, select(4, GetItemInfoInstant(s.itemID))) then
							table.remove(searchResults, k);
						end
					end
				end
			elseif cmd == "relictype" then
				-- Instruction to include only search results where an item is of a specific relic type.
				local types = {unpack(sym)};
				table.remove(types, 1);
				if #types > 0 then
					--[[
					RELIC_SLOT_TYPE_ARCANE = "Arcane";
					RELIC_SLOT_TYPE_BLOOD = "Blood";
					RELIC_SLOT_TYPE_FEL = "Fel";
					RELIC_SLOT_TYPE_FIRE = "Fire";
					RELIC_SLOT_TYPE_FROST = "Frost";
					RELIC_SLOT_TYPE_HOLY = "Holy";
					RELIC_SLOT_TYPE_IRON = "Iron";
					RELIC_SLOT_TYPE_LIFE = "Life";
					RELIC_SLOT_TYPE_SHADOW = "Shadow";
					RELIC_SLOT_TYPE_WATER = "Water";
					RELIC_SLOT_TYPE_WIND = "Storm";
					]]--
					for i=#types,1,-1 do
						types[i] = _G["RELIC_SLOT_TYPE_" .. types[i]];
					end
					for k=#searchResults,1,-1 do
						local s = searchResults[k];
						if s.itemID and IsArtifactRelicItem(s.itemID) and contains(types, select(3, C_ArtifactUI.GetRelicInfoByItemID(s.itemID))) then
							-- We're good.
						else
							table.remove(searchResults, k);
						end
					end
				end
			elseif cmd == "modID" then
				local modID = sym[2];
				for k=#searchResults,1,-1 do
					local s = searchResults[k];
					if s.itemID then
						s.modID = modID;
					end
				end
			elseif cmd == "myModID" then
				local modID = o.modID;
				if modID then
					for k=#searchResults,1,-1 do
						local s = searchResults[k];
						if s.itemID then
							s.modID = modID;
						end
					end
				end
			elseif cmd == "sub" then
				local subroutine = subroutines[sym[2]];
				if subroutine then
					local args = {unpack(sym)};
					table.remove(args, 1);
					table.remove(args, 1);
					local commands = subroutine(unpack(args));
					if commands then
						local results = ResolveSymbolicLink(setmetatable({sym=commands}, {__index=o}));
						if results then
							for k,s in ipairs(results) do
								table.insert(searchResults, s);
							end
						end
					end
				else
					print("Could not find subroutine", sym[2]);
				end
			elseif cmd == "subif" then
				-- Instruction to perform a set of commands if a conditional is returned true.
				local subroutine = subroutines[sym[2]];
				if subroutine then
					-- If the subroutine's conditional was successful.
					if sym[3] and (sym[3])(o) then
						local args = {unpack(sym)};
						table.remove(args, 1);
						table.remove(args, 1);
						table.remove(args, 1);
						local commands = subroutine(unpack(args));
						if commands then
							local results = ResolveSymbolicLink(setmetatable({sym=commands}, {__index=o}));
							if results then
								for k,s in ipairs(results) do
									table.insert(searchResults, s);
								end
							end
						end
					end
				else
					print("Could not find subroutine", sym[2]);
				end
			end
		end

		-- If we have any pending finalizations to make, then merge them into the finalized table. [Equivalent to a "finalize" instruction]
		if #searchResults > 0 then
			for k,s in ipairs(searchResults) do
				table.insert(finalized, s);
			end
		end

		-- If we had any finalized search results, then return it.
		if #finalized > 0 then
			-- print("Symbolic Link for ", o.key, " ", o[o.key], " contains ", #finalized, " values after filtering.");
			return finalized;
		else
			-- print("Symbolic Link for ", o.key, " ", o[o.key], " contained no values after filtering.");
		end
	end
end
end)();
local function BuildContainsInfo(groups, entries, paramA, paramB, indent, layer)
	local total = 0;
	local progress = 0;
	-- using pairs since some index values may get set to nil prior to this
	for i,group in pairs(groups) do
		-- print(group.hash,group.key,group[group.key],group.collectible,group.collected,group.trackable,group.saved,group.visible);
		-- dont list itself under Contains
		-- if not paramA or not paramB or not group[paramA] or not (group[paramA] == paramB) then
			-- check groups outwards to ensure that the group can be displayed in the contains under the current filters
			if app.RecursiveGroupRequirementsFilter(group) then
				-- print("display")
				local right = nil;
				if group.total and (group.collectible and group.total > 1 or group.total > 0) then
					total = total + group.total;
					progress = progress + (group.progress or 0);
					if app.GroupVisibilityFilter(group) then
						right = GetProgressColorText(group.progress, group.total);
					-- the group itself may be a trackable thing
					elseif group.trackable then
						if group.saved then
							if app.CollectedItemVisibilityFilter(group) then
								right = L["COMPLETE_ICON"];
							end
						elseif app.ShowIncompleteThings(group) then
							right = L["INCOMPLETE_ICON"];
						end
					elseif group.visible then
						right = group.count and (group.count .. "x") or "---";
					end
				else
					if group.collectible then
						total = total + 1;
						if group.collected then
							progress = progress + 1;
							if app.CollectedItemVisibilityFilter(group) then
								right = GetCollectionIcon(group.collected);
							end
						else
							right = L["NOT_COLLECTED_ICON"];
						end
					elseif group.trackable then
						if group.saved then
							if app.CollectedItemVisibilityFilter(group) then
								right = L["COMPLETE_ICON"];
							end
						elseif app.ShowIncompleteThings(group) then
							right = L["INCOMPLETE_ICON"];
						end
					elseif group.visible then
						right = group.count and (group.count .. "x") or "---";
					end
				end

				-- If there's progress to display, then let's summarize a bit better.
				if right then
					-- Insert into the display.
					local o = { prefix = indent, group = group, right = right };
					-- i wanted an icon to show "have you done this non-collectible thing which may contain collectible things?" but it looks bad
					-- if not group.collectible and group.trackable then o.right = GetCompletionIcon(group.saved) .. o.right; end
					if group.u then o.prefix = string.sub(o.prefix, 4) .. "|T" .. GetUnobtainableTexture(group) .. ":0|t "; end
					tinsert(entries, o);

					-- Only go down one more level.
					if layer < 3
						-- if there are sub groups
						and group.g and #group.g > 0
						-- not for achievements unless tied to an NPC
						and (not group.achievementID or paramA == "creatureID")
						-- not for things with a parent unless the parent has no difficultyID
						and (not group.parent or not group.parent.difficultyID)
						-- not for group which contains an artifact 
						and not group.g[1].artifactID
						-- not for heirlooms
						and not (group.filterID == 109)
						-- not for a group which is symbolized
						and not group.symbolized
						then
						BuildContainsInfo(group.g, entries, paramA, paramB, indent .. "  ", layer + 1);
					-- else
					-- 	print("skipped sub-contains");
					-- 	for k,o in pairs(group) do
					-- 		print(k,o)
					-- 	end
					-- 	print("--");
					end
				-- If this group is a Quest, then it may be a source Quest to another Quest which has a Nested Collectible that needs to be shown
				-- This is just too laggy in some situations to search for sourceQuests repeatedly... maybe if it can be coroutined in the tooltip...?
				-- elseif group.questID and not group.isBreadcrumb then
					-- -- print("check if is a sourceQuest for",group.questID);
					-- local search = app.SearchForField("sourceQuests", group.questID);
					-- if search then
						-- -- for i,g in ipairs(search) do
							-- -- print("has sq",RecurseGroupParent(g));
						-- -- end
						-- BuildContainsInfo(search, entries, paramA, paramB, indent .. " ", layer);
					-- end
				end
				-- print("total",tostring(total),"progress",tostring(progress));
			-- else
			-- 	print("ex",group.key,group[group.key]);
			-- end
		-- else
		-- 	print("group contains itself",group.key,group[group.key])
		end
	end
	if (total > 0) then
		local data = {};
		data.total = total;
		data.progress = progress;
		return data;
	end
end
local function GetCachedSearchResults(search, method, paramA, paramB, ...)
	if search then
		local now = time();
		local cache = searchCache[search];
		if cache and (now - cache[1]) < cache[2] then return cache[3]; end

		-- Determine if this tooltip needs more work the next time it refreshes.
		if not paramA then paramA = ""; end
		local working, info = false, {};
		cache = { now, 100000000 };
		searchCache[search] = cache;

		-- Call to the method to search the database.
		local group, a, b = method(paramA, paramB, ...);
		if not group then group = {}; end
		if a then paramA = a; end
		if b then paramB = b; end
		-- print("Raw Search",#group,paramA,paramB);

		-- For Creatures and Encounters that are inside of an instance, we only want the data relevant for the instance + difficulty.
		if paramA == "creatureID" or paramA == "encounterID" then
			if group and #group > 0 then
				if IsInInstance() then
					local difficultyID = select(3, GetInstanceInfo());
					if difficultyID and difficultyID > 0 then
						local subgroup = {};
						for i,j in ipairs(group) do
							if GetRelativeDifficulty(j, difficultyID) then
								tinsert(subgroup, j);
							end
						end
						group = subgroup;
					end
				elseif paramA == "encounterID" then
					local difficultyID = EJ_GetDifficulty();
					if difficultyID and difficultyID > 0 then
						local subgroup = {};
						for i,j in ipairs(group) do
							if GetRelativeDifficulty(j, difficultyID) then
								tinsert(subgroup, j);
							end
						end
						group = subgroup;
					end
				end

				if not app.Settings:Get("DebugMode") then
					local regroup = {};
					if app.Settings:Get("AccountMode") then
						for i,j in ipairs(group) do
							if app.RecursiveUnobtainableFilter(j) then
								tinsert(regroup, j);
							end
						end
					else
						for i,j in ipairs(group) do
							if app.RecursiveClassAndRaceFilter(j) and app.RecursiveUnobtainableFilter(j) and app.RecursiveGroupRequirementsFilter(j) then
								tinsert(regroup, j);
							end
						end
					end
					group = regroup;
				end
				if #group > 0 then
					-- collect descriptions from all search groups and insert into the info for the search
					if app.Settings:GetTooltipSetting("Descriptions") and paramA ~= "encounterID" then
						for i,j in ipairs(group) do
							if j.description and j[paramA] and j[paramA] == paramB then
								tinsert(info, 1, { left = j.description, wrap = true, color = "ff66ccff" });
							end
						end
					end
					local subgroup = {};
					table.sort(group, function(a, b)
						return not (a.npcID and a.npcID == -1) and b.npcID and b.npcID == -1;
					end);
					for i,j in ipairs(group) do
						-- always include the root quest/item when it's contained
						if j.questID or j.itemID then
							tinsert(subgroup, j);
						elseif j.g and not (j.achievementID and j.parent.difficultyID) and j.npcID ~= 0 then
							for k,l in ipairs(j.g) do
								tinsert(subgroup, l);
							end
						else
							tinsert(subgroup, j);
						end
					end
					group = subgroup;
				end
			end
		elseif paramA == "achievementID" then
			-- Don't do anything for things linked to maps.
			local regroup = {};
			local criteriaID = ...;
			if app.Settings:Get("AccountMode") then
				for i,j in ipairs(group) do
					if j.criteriaID == criteriaID and app.RecursiveUnobtainableFilter(j) then
						if j.mapID or j.parent == nil or j.parent.parent == nil then
							tinsert(regroup, setmetatable({["g"] = {}}, { __index = j }));
						else
							tinsert(regroup, j);
						end
					end
				end
			else
				for i,j in ipairs(group) do
					if j.criteriaID == criteriaID and app.RecursiveClassAndRaceFilter(j) and app.RecursiveUnobtainableFilter(j) and app.RecursiveGroupRequirementsFilter(j) then
						if j.mapID or j.parent == nil or j.parent.parent == nil then
							tinsert(regroup, setmetatable({["g"] = {}}, { __index = j }));
						else
							tinsert(regroup, j);
						end
					end
				end
			end

			group = regroup;
		elseif paramA == "azeriteEssenceID" then
			local regroup = {};
			local rank = ...;
			if app.Settings:Get("AccountMode") then
				for i,j in ipairs(group) do
					if j.rank == rank and app.RecursiveUnobtainableFilter(j) then
						if j.mapID or j.parent == nil or j.parent.parent == nil then
							tinsert(regroup, setmetatable({["g"] = {}}, { __index = j }));
						else
							tinsert(regroup, j);
						end
					end
				end
			else
				for i,j in ipairs(group) do
					if j.rank == rank and app.RecursiveClassAndRaceFilter(j) and app.RecursiveUnobtainableFilter(j) and app.RecursiveGroupRequirementsFilter(j) then
						if j.mapID or j.parent == nil or j.parent.parent == nil then
							tinsert(regroup, setmetatable({["g"] = {}}, { __index = j }));
						else
							tinsert(regroup, j);
						end
					end
				end
			end

			group = regroup;
		elseif paramA == "titleID" then
			-- Don't do anything
			local regroup = {};
			if app.Settings:Get("AccountMode") then
				for i,j in ipairs(group) do
					if app.RecursiveUnobtainableFilter(j) then
						tinsert(regroup, setmetatable({["g"] = {}}, { __index = j }));
					end
				end
			else
				for i,j in ipairs(group) do
					if app.RecursiveClassAndRaceFilter(j) and app.RecursiveUnobtainableFilter(j) and app.RecursiveGroupRequirementsFilter(j) then
						tinsert(regroup, setmetatable({["g"] = {}}, { __index = j }));
					end
				end
			end

			group = regroup;
		elseif paramA == "followerID" then
			-- Don't do anything
			local regroup = {};
			if app.Settings:Get("AccountMode") then
				for i,j in ipairs(group) do
					if app.RecursiveUnobtainableFilter(j) then
						tinsert(regroup, setmetatable({["g"] = {}}, { __index = j }));
					end
				end
			else
				for i,j in ipairs(group) do
					if app.RecursiveClassAndRaceFilter(j) and app.RecursiveUnobtainableFilter(j) and app.RecursiveGroupRequirementsFilter(j) then
						tinsert(regroup, setmetatable({["g"] = {}}, { __index = j }));
					end
				end
			end

			group = regroup;
		else
			-- Determine if this is a cache for an item
			local itemID, sourceID;
			if not paramB then
				local itemString = string.match(paramA, "item[%-?%d:]+");
				if itemString then
					if app.Settings:GetTooltipSetting("itemString") then tinsert(info, { left = itemString }); end
					local _, itemID2, enchantId, gemId1, gemId2, gemId3, gemId4, suffixId, uniqueId, linkLevel, specializationID, upgradeId, difficultyID, numBonusIds = strsplit(":", itemString);
					if itemID2 then
						itemID = tonumber(itemID2);
						paramA = "itemID";
						paramB = itemID;
					end
					if #group > 0 then
						for i,j in ipairs(group) do
							if j.itemID == itemID then
								if j.s then
									sourceID = j.s;
								end
								if j.u and j.u == 2 and (not j.b or j.b == 2 or j.b == 3) and numBonusIds and numBonusIds ~= "" and tonumber(numBonusIds) > 0 then
									tinsert(info, { left = L["RECENTLY_MADE_OBTAINABLE"] });
								end
							end
						end
					end
				else
					local kind, id = strsplit(":", paramA);
					kind = string.lower(kind);
					if id then id = tonumber(id); end
					if kind == "itemid" then
						paramA = "itemID";
						paramB = id;
						itemID = id;
					elseif kind == "questid" then
						paramA = "questID";
						paramB = id;
					elseif kind == "creatureid" or kind == "npcid" then
						paramA = "creatureID";
						paramB = id;
					elseif kind == "achievementid" then
						paramA = "achievementID";
						paramB = id;
					end
				end
			elseif paramA == "itemID" then
				itemID = paramB;
				if #group > 0 then
					for i,j in ipairs(group) do
						if j.itemID == itemID and j.s then
							sourceID = j.s;
						end
					end
				end
			end

			if itemID then
				-- Show the unobtainable source text
				for i,j in ipairs(group.g or group) do
					if j.itemID == itemID then
						if j.u and (not j.crs or paramA == "itemID" or paramA == "sourceID") then
							tinsert(info, { left = L["UNOBTAINABLE_ITEM_REASONS"][j.u][2] });
							break;
						end
					end
				end
				if sourceID then
					local sourceInfo = C_TransmogCollection_GetSourceInfo(sourceID);
					if sourceInfo then
						if app.Settings:GetTooltipSetting("SharedAppearances") then
							local text;
							if app.Settings:GetTooltipSetting("OnlyShowRelevantSharedAppearances") then
								-- The user doesn't want to see Shared Appearances that don't match the item's requirements.
								for i, otherSourceID in ipairs(C_TransmogCollection_GetAllAppearanceSources(sourceInfo.visualID)) do
									if otherSourceID == sourceID then
										if app.Settings:GetTooltipSetting("IncludeOriginalSource") and #group > 0 then
											local link = group[1].link;
											if not link then
												link = RETRIEVING_DATA;
												working = true;
											end
											if group[1].u then
												local texture = GetUnobtainableTexture(group[1]);
												if texture then
													text = "|T" .. texture .. ":0|t";
												else
													text = "   ";
												end
											else
												text = "   ";
											end
											tinsert(info, { left = text .. link .. (app.Settings:GetTooltipSetting("itemID") and " (*)" or ""), right = GetCollectionIcon(group[1].collected)});
										end
									else
										local otherATTSource = app.SearchForField("s", otherSourceID);
										if otherATTSource then
											otherATTSource = otherATTSource[1];

											-- Only show Shared Appearances that match the requirements for this class to prevent people from assuming things.
											if (group[1].f == otherATTSource.f or group[1].f == 2 or otherATTSource.f == 2) and not otherATTSource.nmc and not otherATTSource.nmr then
												local link = otherATTSource.link;
												if not link then
													link = RETRIEVING_DATA;
													working = true;
												end
												if otherATTSource.u then
													local texture = GetUnobtainableTexture(otherATTSource);
													if texture then
														text = "|T" .. texture .. ":0|t";
													else
														text = "   ";
													end
												else
													text = "   ";
												end
												tinsert(info, { left = text .. link .. (app.Settings:GetTooltipSetting("itemID") and (" (" .. (otherATTSource.itemID or "???") .. ")") or ""), right = GetCollectionIcon(otherATTSource.collected)});
											end
										else
											local otherSource = C_TransmogCollection_GetSourceInfo(otherSourceID);
											if otherSource then
												local link = select(2, GetItemInfo(otherSource.itemID));
												if not link then
													link = RETRIEVING_DATA;
													working = true;
												end
												tinsert(info, { left = " |CFFFF0000!|r " .. link .. (app.Settings:GetTooltipSetting("itemID") and (" (" .. (otherSource.itemID or "???") .. ")") or ""), right = GetCollectionIcon(otherSource.isCollected)});
											end
										end
									end
								end
							else
								-- This is where we need to calculate the requirements differently because Unique Mode users are extremely frustrating.
								for i, otherSourceID in ipairs(C_TransmogCollection_GetAllAppearanceSources(sourceInfo.visualID)) do
									if otherSourceID == sourceID then
										if app.Settings:GetTooltipSetting("IncludeOriginalSource") and #group > 0 then
											local link = group[1].link;
											if not link then
												link = RETRIEVING_DATA;
												working = true;
											end
											if group[1].u then
												local texture = GetUnobtainableTexture(group[1]);
												if texture then
													text = "|T" .. texture .. ":0|t";
												else
													text = "   ";
												end
											else
												text = "   ";
											end
											tinsert(info, { left = text .. link .. (app.Settings:GetTooltipSetting("itemID") and " (*)" or ""), right = GetCollectionIcon(group[1].collected)});
										end
									else
										local otherATTSource = app.SearchForField("s", otherSourceID);
										if otherATTSource then
											otherATTSource = otherATTSource[1];

											-- Show information about the appearance:
											local failText = "";
											local link = otherATTSource.link;
											if not link then
												link = RETRIEVING_DATA;
												working = true;
											end
											if otherATTSource.u then
												local texture = GetUnobtainableTexture(otherATTSource);
												if texture then
													text = "|T" .. texture .. ":0|t";
												else
													text = "   ";
												end
											else
												text = "   ";
											end
											text = text .. link .. (app.Settings:GetTooltipSetting("itemID") and (" (" .. (otherATTSource.itemID or "???") .. ")") or "");

											-- Show all of the reasons why an appearance does not meet given criteria.
											-- Only show Shared Appearances that match the requirements for this class to prevent people from assuming things.
											if group[1].f ~= otherATTSource.f then
												-- This is NOT the same type. Therefore, no credit for you!
												if #failText > 0 then failText = failText .. ", "; end
												failText = failText .. (L["FILTER_ID_TYPES"][otherATTSource.f] or "???");
											elseif otherATTSource.nmc then
												-- This is NOT for your class. Therefore, no credit for you!
												if #failText > 0 then failText = failText .. ", "; end
												-- failText = failText .. "Class Locked";
												for i,classID in ipairs(otherATTSource.c) do
													if i > 1 then failText = failText .. ", "; end
													failText = failText .. (GetClassInfo(classID) or "???");
												end
											elseif otherATTSource.nmr then
												-- This is NOT for your race. Therefore, no credit for you!
												if #failText > 1 then failText = failText .. ", "; end
												failText = failText .. "Race Locked";
											else
												-- Should be fine
											end

											if #failText > 0 then text = text .. " |CFFFF0000(" .. failText .. ")|r"; end
											tinsert(info, { left = text, right = GetCollectionIcon(otherATTSource.collected)});
										else
											local otherSource = C_TransmogCollection_GetSourceInfo(otherSourceID);
											if otherSource then
												local name, link = GetItemInfo(string.format("item:%d:::::::::::%d:1:3524", otherSource.itemID, otherSource.modID));
												if not link then
													link = RETRIEVING_DATA;
													working = true;
												end
												text = " |CFFFF0000!|r " .. link .. (app.Settings:GetTooltipSetting("itemID") and (" (" .. (otherSourceID == sourceID and "*" or otherSource.itemID or "???") .. ")") or "");
												if otherSource.isCollected then SetDataSubMember("CollectedSources", otherSourceID, 1); end
												tinsert(info, { left = text	.. " |CFFFF0000(INVALID BLIZZARD DATA - " .. otherSourceID .. ")|r", right = GetCollectionIcon(otherSource.isCollected)});
											end
										end
									end
								end
							end
						end

						if app.Settings:GetTooltipSetting("visualID") then tinsert(info, { left = L["VISUAL_ID"], right = tostring(sourceInfo.visualID) }); end
						if app.Settings:GetTooltipSetting("sourceID") then tinsert(info, { left = L["SOURCE_ID"], right = sourceID .. " " .. GetCollectionIcon(sourceInfo.isCollected) }); end
					end
				end
				if app.Settings:GetTooltipSetting("itemID") then tinsert(info, { left = L["ITEM_ID"], right = tostring(itemID) }); end
				if app.Settings:GetTooltipSetting("SpecializationRequirements") then
					local specs = GetFixedItemSpecInfo(itemID);
					-- specs is already filtered/sorted to only current class
					if #specs > 0 then
						local spec_label = "";
						for key, specID in ipairs(specs) do
							local id, name, description, icon, role, class = GetSpecializationInfoByID(specID);
							spec_label = spec_label .. "  |T" .. icon .. ":0|t " .. name;
						end
						tinsert(info, { right = spec_label });
					elseif sourceID then
						tinsert(info, { right = "Not available in Personal Loot." });
					end
				end

				if app.Settings:GetTooltipSetting("Progress") and IsArtifactRelicItem(itemID) then
					-- If the item is a relic, then let's compare against equipped relics.
					local relicType = select(3, C_ArtifactUI.GetRelicInfoByItemID(itemID));
					local myArtifactData = GetTempDataMember("ArtifactRelicItemLevels");
					if myArtifactData then
						local progress, total = 0, 0;
						local relicItemLevel = select(1, GetDetailedItemLevelInfo(search)) or 0;
						for relicID,artifactData in pairs(myArtifactData) do
							local infoString;
							for relicSlotIndex,relicData in pairs(artifactData) do
								if relicData.relicType == relicType then
									if infoString then
										infoString = infoString .. " | " .. relicData.iLvl;
									else
										infoString = relicData.iLvl;
									end
									total = total + 1;
									if relicData.iLvl >= relicItemLevel then
										progress = progress + 1;
										infoString = infoString .. " " .. GetCompletionIcon(1);
									else
										infoString = infoString .. " " .. GetCompletionIcon();
									end
								end
							end
							if infoString then
								local itemLink = select(2, GetItemInfo(relicID));
								tinsert(info, 1, {
									left = itemLink and ("   " .. itemLink) or RETRIEVING_DATA,
									right = L["iLvl"] .. " " .. infoString,
								});
							end
						end
						if total > 0 then
							tinsert(group, { itemID=itemID, total=total, progress=progress});
							tinsert(info, 1, { left = L["ARTIFACT_RELIC_COMPLETION"], right = L[progress == total and "TRADEABLE" or "NOT_TRADEABLE"] });
						end
					else
						tinsert(info, 1, { left = L["ARTIFACT_RELIC_CACHE"], wrap = true, color = "ff66ccff" });
					end
				end
			end
		end

		-- Create a list of sources
		if app.Settings:GetTooltipSetting("SourceLocations") and (not paramA or (paramA ~= "encounterID" and app.Settings:GetTooltipSetting(paramA == "creatureID" and "SourceLocations:Creatures" or "SourceLocations:Things"))) then
			local temp = {};
			local unfiltered = {};
			local showUnsorted = app.Settings:GetTooltipSetting("SourceLocations:Unsorted");
			local showCompleted = app.Settings:GetTooltipSetting("SourceLocations:Completed");
			local abbrevs = L["ABBREVIATIONS"];
			for i,j in ipairs(group.g or group) do
				if j.parent and not j.parent.hideText and j.parent.parent and (showCompleted or not app.IsComplete(j)) then
					local text = BuildSourceText(paramA ~= "itemID" and j.parent or j, paramA ~= "itemID" and 1 or 0);
					if showUnsorted or (not string.match(text, "Unsorted") and not string.match(text, "Hidden Quest Triggers")) then
						for source,replacement in pairs(abbrevs) do
							text = string.gsub(text, source,replacement);
						end
						if j.u then
							tinsert(unfiltered, text .. " |T" .. GetUnobtainableTexture(j) .. ":0|t");
						elseif not app.RecursiveClassAndRaceFilter(j.parent) then
							tinsert(unfiltered, text .. " |TInterface\\FriendsFrame\\StatusIcon-Away:0|t");
						elseif not app.RecursiveUnobtainableFilter(j.parent) then
							tinsert(unfiltered, text .. " |TInterface\\FriendsFrame\\StatusIcon-DnD:0|t");
						else
							tinsert(temp, text);
						end
					end
				end
			end
			if (#temp < 1 and not (paramA == "creatureID" or paramA == "encounterID")) or app.Settings:Get("DebugMode") then
				for i,j in ipairs(unfiltered) do
					tinsert(temp, j);
				end
			end
			if #temp > 0 then
				local listing = {};
				local maximum = app.Settings:GetTooltipSetting("Locations");
				table.sort(temp);
				for i,j in ipairs(temp) do
					if not contains(listing, j) then
						tinsert(listing, 1, j);
					end
				end
				local count = #listing;
				if count > maximum + 1 then
					for i=count,maximum + 1,-1 do
						table.remove(listing, 1);
					end
					tinsert(listing, 1, "And " .. (count - maximum) .. " other sources...");
				end
				for i,text in ipairs(listing) do
					local left, right = strsplit(DESCRIPTION_SEPARATOR, text);
					tinsert(info, 1, { left = left, right = right, wrap = not string.find(left, " -> ") });
				end
			end
		end

		-- Create an unlinked version of the object.
		if not group.g then
			-- local merged = {};
			local skipped = {};
			-- TODO: make this work for everything. clearly.
			--[[
			Basically need to merge up any group which is in the cache for field(a[b]) where the key of that group matches paramA and the value matches paramB
			This way things which are cached under themselves are merged into the root group, and things which are tagged with another things (i.e. NPCs with MoH)
			will not be treated as the same group as MoH and NOT be merged up (because their key will be 'npcID' instead of 'itemID')
			if group.key == paramA and group[group.key] == paramB then
			MergeObject(merged)
			]]

			-- Create the root group for the search results
			-- print("params",paramA,paramB);
			local root = CreateObject({ [paramA] = paramB });
			-- Ensure the param values are consistent with the new root object values (basically only affects npcID/creatureID)
			paramA, paramB = root.key, root[root.key];
			-- print("Root",root.key,root[root.key]);
			-- print("Root Collect",root.collectible,root.collected);
			-- print("params",paramA,paramB);
			root.g = {};
			-- Loop through all obj found for this search
			-- print(#group,"Search total");
			for i,o in ipairs(group) do
				-- If the obj "is" the root obj
				if o.key == paramA and o[o.key] == paramB then
					-- print("Merge root",o.key,o[o.key]);
					MergeProperties(root, o);
					-- Merge the g of the obj into the merged results
					if o.g then
						-- print("Merge root g",#o.g,o.key,o[o.key])
						MergeObjects(root.g, o.g);
					end
				-- otherwise
				else
					-- If the obj meets the recursive group filter
					if app.RecursiveGroupRequirementsFilter(o) then
						-- Merge the obj into the merged results
						-- print("Merge object",o.key,o[o.key])
						MergeObject(root.g, CreateObject(o));
					-- otherwise
					else
						-- Add to the set of skipped objects
						-- print("Skip",o.key,o[o.key])
						tinsert(skipped, o);
					end
				end
				-- print(#root.g,"Merge total");
			end
			-- Loop through all skipped objects
			for i,o in ipairs(skipped) do
				-- Merge the obj into the merged results
				-- print("Merge skip",o.key,o[o.key])
				MergeObject(root.g, CreateObject(o));
			end
			-- Resolve symbolic links within the group
			for i,o in ipairs(root.g) do
				local symbolicLink = ResolveSymbolicLink(o);
				if symbolicLink then
					o.symbolized = true;
					if o.g and #o.g >= 0 then
						for j=1,#symbolicLink,1 do
							MergeObject(o.g, CreateObject(symbolicLink[j]));
						end
					else
						for j=#symbolicLink,1,-1 do
							symbolicLink[j] = CreateObject(symbolicLink[j]);
						end
						o.g = symbolicLink;
					end
				end
			end
			-- Single group which matches the root, then collapse it
			if #root.g == 1 and root.g[1][paramA] == paramB then
				-- print("Single group")
				root = root.g[1];
			end

			-- Replace as the group
			group = root;
			-- print(group.g and #group.g,"Merge total");
			-- print("Group Collect",group.collectible,group.collected);

			-- Special cases
			-- Don't show nested criteria of achievements
			if group.g and group.key == "achievementID" then
				local noCrits = {};
				-- print("achieve group",#group.g)
				for i=1,#group.g do
					if group.g[i].key ~= "criteriaID" then
						tinsert(noCrits, group.g[i]);
					end
				end
				group.g = noCrits;
				-- print("achieve nocrits",#group.g)
			end


			-- local preMergeTotal = #group;
			-- -- First add only groups which meet the current filters
			-- -- print("-final group-",#group,paramA,paramB)
			-- for i,o in ipairs(group) do
			-- 	-- print(o.key,o[o.key])
			-- 	-- do not include the exact matching group as part of the set contained by the search group if it contains things itself
			-- 	if o[paramA] ~= paramB and o.g then
			-- 		if app.RecursiveGroupRequirementsFilter(o) then
			-- 			MergeObject(merged, CreateObject(o));
			-- 			-- print("add",o.hash);
			-- 			-- print("total merged",#merged);
			-- 		else
			-- 			-- print("skip",o.hash);
			-- 			tinsert(skipped, o);
			-- 		end
			-- 	-- the exact matching group contains things itself
			-- 	elseif o.g then
			-- 		-- pull the 'g' objects out of the matching group into the set of things it contains
			-- 		for gi=1,#o.g do
			-- 			if app.RecursiveGroupRequirementsFilter(o.g[gi]) then
			-- 				MergeObject(merged, CreateObject(o.g[gi]));
			-- 			else
			-- 				tinsert(skipped, o.g[gi]);
			-- 			end
			-- 		end
			-- 	-- a single object met the criteria, then just use that one object
			-- 	elseif preMergeTotal == 1 then
			-- 		tinsert(merged,o);
			-- 	end
			-- end
			-- -- print("---")
			-- -- then merge any skipped groups
			-- for i,o in ipairs(skipped) do
			-- 	MergeObject(merged, CreateObject(o));
			-- 	-- print("merge",o.hash);
			-- end
			-- First add only groups which meet the current filters
			-- for i,o in ipairs(group) do
			-- 	if app.RecursiveGroupRequirementsFilter(o) then
			-- 		MergeObject(merged, CreateObject(o));
			-- 		-- print("add",o.hash);
			-- 		-- print("total merged",#merged);
			-- 	else
			-- 		-- print("skip",o.hash);
			-- 		tinsert(skipped, o);
			-- 	end
			-- end
			-- -- then merge any skipped groups
			-- for i,o in ipairs(skipped) do
			-- 	MergeObject(merged, CreateObject(o));
			-- 	-- print("merge",o.hash);
			-- end
			-- print("total merged",#merged);
			-- if #merged == 1 and merged[1][paramA] == paramB then
			-- 	group = merged[1];
			-- 	local symbolicLink = ResolveSymbolicLink(group);
			-- 	if symbolicLink then
			-- 		if group.g and #group.g >= 0 then
			-- 			for j=1,#symbolicLink,1 do
			-- 				MergeObject(group.g, CreateObject(symbolicLink[j]));
			-- 			end
			-- 		else
			-- 			for j=#symbolicLink,1,-1 do
			-- 				symbolicLink[j] = CreateObject(symbolicLink[j]);
			-- 			end
			-- 			group.g = symbolicLink;
			-- 		end
			-- 	end
			-- else
			-- 	for i,o in ipairs(merged) do
			-- 		local symbolicLink = ResolveSymbolicLink(o);
			-- 		if symbolicLink then
			-- 			o.symbolized = true;
			-- 			if o.g and #o.g >= 0 then
			-- 				for j=1,#symbolicLink,1 do
			-- 					MergeObject(o.g, CreateObject(symbolicLink[j]));
			-- 				end
			-- 			else
			-- 				for j=#symbolicLink,1,-1 do
			-- 					symbolicLink[j] = CreateObject(symbolicLink[j]);
			-- 				end
			-- 				o.g = symbolicLink;
			-- 			end
			-- 		end
			-- 	end
			-- 	group = CreateObject({ [paramA] = paramB });
			-- 	group.g = merged;
			-- 	-- print("multi-merge",#group.g)
			-- end

			-- Append any crafted things using this group
			app.BuildCrafted(group, 10);

			-- Append currency info to any orphan currency groups
			-- app.BuildCurrencies(group); -- TODO: this is broke now

			group.total = 0;
			group.progress = 0;
			BuildGroups(group, group.g);
			app.UpdateGroups(group, group.g);
			if group.collectible then
				group.total = group.total + 1;
				if group.collected then
					group.progress = group.progress + 1;
				end
			end
		end

		if group.description and app.Settings:GetTooltipSetting("Descriptions") and not (group.speciesID or group.encounterID or paramA == "achievementID" or paramA == "titleID") then
			tinsert(info, 1, { left = group.description, wrap = true, color = "ff66ccff" });
		end

		if group.isLimited then
			tinsert(info, 1, { left = L.LIMITED_QUANTITY, wrap = false, color = "ff66ccff" });
		end

		if paramA == "itemID" and paramB == 137642 then
			if app.Settings:GetTooltipSetting("SummarizeThings") then
				tinsert(info, 1, { left = "Marks of Honor must be viewed in a Popout window to see all of the normal 'Contains' content\n(Type '/att ' in chat then Shift-Click to link the item)", wrap = false, color = "ffff8426" });
			end
		end

		local collectionData;
		if group.g and #group.g > 0 then
			--[[
			if app.Settings:GetTooltipSetting("Descriptions") and not (paramA == "achievementID" or paramA == "titleID") then
				for i,j in ipairs(group.g) do
					if j.description and ((j[paramA] and j[paramA] == paramB) or (paramA == "itemID" and group.key == j.key)) then
						tinsert(info, 1, { left = j.description, wrap = true, color = "ff66ccff" });
					end
				end
			end
			]]--
			if app.Settings:GetTooltipSetting("SummarizeThings") then
				local entries, left, right = {};
				collectionData = BuildContainsInfo(group.g, entries, paramA, paramB, "  ", app.noDepth and 99 or 1);
				if #entries > 0 then
					-- print("#entries",#entries);
					tinsert(info, { left = "Contains:" });
					local containCount = app.Settings:GetTooltipSetting("ContainsCount") or 25;
					if #entries < containCount + 1 then
						for i,item in ipairs(entries) do
							left = item.group.text or RETRIEVING_DATA;
							if left == RETRIEVING_DATA or left:find("%[]") then working = true; end
							if item.group.icon then item.prefix = item.prefix .. "|T" .. item.group.icon .. ":0|t "; end

							-- If this group has specialization requirements, let's attempt to show the specialization icons.
							right = item.right;
							local specs = item.group.specs;
							if specs and #specs > 0 then
								for i,spec in ipairs(specs) do
									local id, name, description, icon, role, class = GetSpecializationInfoByID(spec);
									right = "|T" .. icon .. ":0|t " .. right;
								end
							end
							tinsert(info, { left = item.prefix .. left, right = right });
						end
					else
						for i=1,containCount do
							local item = entries[i];
							left = item.group.text or RETRIEVING_DATA;
							if left == RETRIEVING_DATA or left:find("%[]") then working = true; end
							if item.group.icon then item.prefix = item.prefix .. "|T" .. item.group.icon .. ":0|t "; end

							-- If this group has specialization requirements, let's attempt to show the specialization icons.
							right = item.right;
							local specs = item.group.specs;
							if specs and #specs > 0 then
								for i,spec in ipairs(specs) do
									local id, name, description, icon, role, class = GetSpecializationInfoByID(spec);
									right = "|T" .. icon .. ":0|t " .. right;
								end
							end
							tinsert(info, { left = item.prefix .. left, right = right });
						end
						local more = #entries - containCount;
						tinsert(info, { left = "And " .. more .. " more..." });
					end
				end
			end
		end

		-- If the item is a recipe, then show which characters know this recipe.
		if group.collectible and group.spellID and group.filterID ~= 100 and app.Settings:GetTooltipSetting("KnownBy") then
			local recipes, knownBy = GetDataMember("CollectedSpellsPerCharacter"), {};
			for key,value in pairs(recipes) do
				if value[group.spellID] then
					table.insert(knownBy, key);
				end
			end
			if #knownBy > 0 then
				table.sort(knownBy);
				local desc = "Known by ";
				local characters = GetDataMember("Characters");
				for i,key in ipairs(knownBy) do
					if i > 1 then desc = desc .. ", "; end
					desc = desc .. (characters[key] or key);
				end
				tinsert(info, { left = desc, wrap = true, color = "ff66ccff" });
			end
		end

		-- If the user wants to show the progress of this search result, do so.
		if app.Settings:GetTooltipSetting("Progress") and (not group.spellID or #info > 0) then
			group.collectionText = (app.Settings:GetTooltipSetting("ShowIconOnly") and GetProgressTextForRow or GetProgressTextForTooltip)(collectionData or group);
		end

		-- If there was any informational text generated, then attach that info.
		if #info > 0 then
			-- not sure it's necessary or useful in most situations to try cleaning unqiue entries by name
			-- putting this back due to descriptions, ugh
			local uniques, dupes = {}, {};
			for i,item in ipairs(info) do
				if not item.left then
					tinsert(uniques, item);
				elseif not dupes[item.left] then
					dupes[item.left] = true;
					tinsert(uniques, item);
				end
			end

			group.info = uniques;
			for i,item in ipairs(uniques) do
				if item.color then item.a, item.r, item.g, item.b = HexToARGB(item.color); end
			end
		end

		-- Cache the result for a while depending on if there is more work to be done.
		group.working = working;
		cache[2] = (working and 0.01) or 100000000;
		cache[3] = group;
		return group;
	end
end
-- Appends sub-groups into the item group based on what the item is used to craft, following only as deep as the provided recurDepth
app.BuildCrafted = function(item, recurDepth, includedItems)
	local itemID = item.itemID;
	if not itemID or recurDepth < 1 then return; end

	local reagentCache = app.GetDataSubMember("Reagents", itemID);
	if reagentCache then
		if not app.AppliedSkillIDToNPCIDs then
			app.AppliedSkillIDToNPCIDs = true;
			local skillIDMap = {
				[-178] = 20222,	-- Goblin Engineering
				[-179] = 20219,	-- Gnomish Engineering
				[-180] = 171,	-- Alchemy
				[-181] = 164,	-- Blacksmithing
				[-182] = 333,	-- Enchanting
				[-183] = 202,	-- Engineering
				[-184] = 182,	-- Herbalism
				[-185] = 773,	-- Inscription
				[-186] = 755,	-- Jewelcrafting
				[-187] = 165,	-- Leatherworking
				[-188] = 186,	-- Mining
				[-189] = 393,	-- Skinning
				[-190] = 197,	-- Tailoring
				[-191] = 794,	-- Archaeology
				[-192] = 185,	-- Cooking
				[-193] = 129,	-- First Aid
				[-194] = 356,	-- Fishing
			};
			for npcID,skillID in pairs(skillIDMap) do
				local searchResults = app.SearchForField("creatureID", npcID);
				if searchResults then
					for i,o in ipairs(searchResults) do
						o.skillID = skillID;
					end
				end
			end
		end

		-- check if the item is BoP and needs skill filtering for current character, or debug mode
		local filterSkill = not app.Settings:Get("DebugMode") and item.b and item.b == 1 or select(14, GetItemInfo(itemID)) == 1;

		local clone;
		if filterSkill then
			-- If needing to filter by skill due to BoP reagent, then check via recipe cache instead of by crafted item
			local knownSkills = app.GetTradeSkillCache();
			-- If the reagent itself is BOP, then only show things you can make.
			-- find recipe(s) which creates this item
			for recipeID,info in pairs(reagentCache[1]) do
				local craftedItemID = info[1];
				-- print(itemID,"x",info[2],"=>",craftedItemID,"via",recipeID);
				clone = nil;
				-- print("recipeID",recipeID);
				local searchRecipes = app.SearchForField("spellID", recipeID);
				if searchRecipes and #searchRecipes > 0 then
					local recipe = searchRecipes[1];
					local skillID = GetRelativeValue(recipe, "skillID");
					-- print(recipeID,"requires",skillID);

					-- ensure this character can craft the recipe
					if skillID then
						if knownSkills and knownSkills[skillID] then
							if not includedItems or not contains(includedItems, craftedItemID) then
								-- find a reference to the item in the DB and add it to the group
								clone = app.SearchForObjectClone("itemID", craftedItemID) or app.CreateItem(craftedItemID);
							end
						end
					else
					-- recipe without any skill requirement? weird...
						if not includedItems or not contains(includedItems, craftedItemID) then
							-- find a reference to the item in the DB and add it to the group
							clone = app.SearchForObjectClone("itemID", craftedItemID) or app.CreateItem(craftedItemID);
						end
					end
				end
				if clone then
					-- use the crafting count as the total/progress
					-- clone.matCount = count;-- * (item.matCount or 1);
					-- clone.total = clone.collectible and clone.matCount;
					-- clone.progress = clone.collectible and clone.collected and clone.matCount;

					if not item.g then item.g = { clone };
					else MergeObject(item.g, clone); end
				end

				-- track the added craftedItemID regardless of if an item was added for it
				if not includedItems then includedItems = { craftedItemID };
				else tinsert(includedItems, craftedItemID); end
			end
		else
			-- Can otherwise simply iterate over the set of crafted items and add them
			for craftedItemID,count in pairs(reagentCache[2]) do
				-- print(itemID,"x",count,"=>",craftedItemID);
				clone = nil;
				if not includedItems or not contains(includedItems, craftedItemID) then
					-- find a reference to the item in the DB and add it to the group
					clone = app.SearchForObjectClone("itemID", craftedItemID) or app.CreateItem(craftedItemID);
				end
				if clone then
					-- use the crafting count as the total/progress
					-- clone.matCount = count;-- * (item.matCount or 1);
					-- clone.total = clone.collectible and clone.matCount;
					-- clone.progress = clone.collectible and clone.collected and clone.matCount;

					if not item.g then item.g = { clone };
					else MergeObject(item.g, clone); end
				end

				-- track the added craftedItemID regardless of if an item was added for it
				if not includedItems then includedItems = { craftedItemID };
				else tinsert(includedItems, craftedItemID); end
			end
		end
	end

	-- Recursively check each crafted item for sub-sequent crafted items...
	if item.g then
		for i,subItem in ipairs(item.g) do
			app.BuildCrafted(subItem, recurDepth - 1, includedItems);
		end
	end
end
-- build a 'Cost' group which matches the "cost" tag of this group
app.BuildCost = function(group)
		-- Pop out the cost objects into their own sub-groups for accessibility
		-- Gold cost currently ignored
	if group.cost and type(group.cost) == "table" then
		local costGroup = {
				["text"] = "Cost",
				["description"] = "This contains the visual breakdown of what is required to obtain or purchase this Thing",
				["icon"] = "Interface\\Icons\\INV_Misc_Coin_02",
				["g"] = { },
			};
		local costItem;
		for i,c in ipairs(group.cost) do
			-- print("Cost",c[1],c[2],c[3]);
			costItem = nil;
			if c[1] == "c" then
				costItem = app.SearchForObjectClone("currencyID", c[2]) or app.CreateCurrencyClass(c[2]);
			elseif c[1] == "i" then
				costItem = app.SearchForObjectClone("itemID", c[2]) or app.CreateItem(c[2]);
			end
			if costItem then
				-- costItem.total = c[3];
				costItem.g = nil;
				costItem.visible = true;
				costItem.collectible = true;
				MergeObject(costGroup.g, costItem);
			end
		end
		if not group.g then group.g = {}; end
		tinsert(group.g, 1, costGroup);
	end
end
-- check for orphaned currency groups and fill them with things purchased by that currency
app.BuildCurrencies = function(group)
	if group and group.g and #group.g > 0 then
		for i=1,#group.g do
			local o = group.g[i];
			if o then
				-- this is an empty currency group
				if o.key and o.key == "currencyID" and (not o.g or #o.g == 0) then
					-- print("empty currency group",o.currencyID);
					local currencyGroup = GetCachedSearchResults("currencyID:" .. tostring(o.currencyID), app.SearchForField, "currencyID", o.currencyID);
					if currencyGroup then
						-- print("found currency",currencyGroup.currencyID,#currencyGroup.g);
						group.g[i] = currencyGroup;
					end
				end
			end
		end
	end
end
local function SendGroupMessage(msg)
	if IsInGroup(LE_PARTY_CATEGORY_INSTANCE) and IsInInstance() then
		C_ChatInfo.SendAddonMessage("ATT", msg, "INSTANCE_CHAT")
	elseif IsInRaid() then
		C_ChatInfo.SendAddonMessage("ATT", msg, "RAID")
	elseif IsInGroup(LE_PARTY_CATEGORY_HOME) then
		C_ChatInfo.SendAddonMessage("ATT", msg, "PARTY")
	end
end
local function SendGuildMessage(msg)
	if IsInGuild() then
		C_ChatInfo.SendAddonMessage("ATTC", msg, "GUILD");
	else
		app.events.CHAT_MSG_ADDON("ATTC", msg, "WHISPER", "player");
	end
end
local function SendResponseMessage(msg, player)
	if UnitInRaid(player) or UnitInParty(player) then
		SendGroupMessage("to\t" .. player .. "\t" .. msg);
	else
		C_ChatInfo.SendAddonMessage("ATT", msg, "WHISPER", player);
	end
end
local function SendSocialMessage(msg)
	SendGroupMessage(msg);
	SendGuildMessage(msg);
end

-- Lua Constructor Lib
local fieldCache = {};
local CacheFields;
local _cache;
(function()
local fieldCache_g,fieldCache_f, fieldConverters;
local function CacheField(group, field, value)
	fieldCache_g = rawget(fieldCache, field);
	fieldCache_f = rawget(fieldCache_g, value);
	if fieldCache_f then
		tinsert(fieldCache_f, group);
	else
		rawset(fieldCache_g, value, {group});
	end
end
-- These are the fields we store.
fieldCache["achievementID"] = {};
fieldCache["azeriteEssenceID"] = {};
fieldCache["creatureID"] = {};
fieldCache["currencyID"] = {};
fieldCache["encounterID"] = {};
fieldCache["flightPathID"] = {};
fieldCache["followerID"] = {};
fieldCache["instanceID"] = {};
fieldCache["itemID"] = {};
fieldCache["mapID"] = {};
fieldCache["objectID"] = {};
fieldCache["questID"] = {};
fieldCache["requireSkill"] = {};
fieldCache["s"] = {};
fieldCache["speciesID"] = {};
fieldCache["spellID"] = {};
fieldCache["titleID"] = {};
fieldCache["toyID"] = {};
fieldConverters = {
	-- Simple Converters
	["achievementID"] = function(group, value)
		CacheField(group, "achievementID", value);
	end,
	["achID"] = function(group, value)
		CacheField(group, "achievementID", value);
	end,
	["altAchID"] = function(group, value)
		CacheField(group, "achievementID", value);
	end,
	["altQuestID"] = function(group, value)
		CacheField(group, "questID", value);
	end,
	["azeriteEssenceID"] = function(group, value)
		CacheField(group, "azeriteEssenceID", value);
	end,
	["creatureID"] = function(group, value)
		if value > 0 then
			CacheField(group, "creatureID", value);
		end
	end,
	["currencyID"] = function(group, value)
		CacheField(group, "currencyID", value);
	end,
	["encounterID"] = function(group, value)
		CacheField(group, "encounterID", value);
	end,
	["flightPathID"] = function(group, value)
		CacheField(group, "flightPathID", value);
	end,
	["followerID"] = function(group, value)
		CacheField(group, "followerID", value);
	end,
	["instanceID"] = function(group, value)
		CacheField(group, "instanceID", value);
	end,
	["itemID"] = function(group, value)
		CacheField(group, "itemID", value);
		if group.filterID == 102 or group.isToy then CacheField(group, "toyID", value); end
	end,
	["mapID"] = function(group, value)
		CacheField(group, "mapID", value);
	end,
	["npcID"] = function(group, value)
		if value > 0 then
			CacheField(group, "creatureID", value);
		end
	end,
	["objectID"] = function(group, value)
		CacheField(group, "objectID", value);
	end,
	["questID"] = function(group, value)
		CacheField(group, "questID", value);
	end,
	["requireSkill"] = function(group, value)
		CacheField(group, "requireSkill", value);
	end,
	["s"] = function(group, value)
		CacheField(group, "s", value);
	end,
	["speciesID"] = function(group, value)
		CacheField(group, "speciesID", value);
	end,
	["spellID"] = function(group, value)
		CacheField(group, "spellID", value);
	end,
	["titleID"] = function(group, value)
		CacheField(group, "titleID", value);
	end,
	["toyID"] = function(group, value)
		CacheField(group, "toyID", value);
	end,

	-- Complex Converters
	["g"] = function(group, value)
		for i,subgroup in ipairs(value) do
			CacheFields(subgroup);
		end
	end,
	["crs"] = function(group, value)
		_cache = rawget(fieldConverters, "creatureID");
		for i,creatureID in ipairs(value) do
			_cache(group, creatureID);
		end
	end,
	["qgs"] = function(group, value)
		_cache = rawget(fieldConverters, "creatureID");
		for i,questGiverID in ipairs(value) do
			_cache(group, questGiverID);
		end
	end,
	["altQuests"] = function(group, value)
		_cache = rawget(fieldConverters, "questID");
		for i,questID in ipairs(value) do
			_cache(group, questID);
		end
	end,
	["providers"] = function(group, value)
		for k,v in pairs(value) do
			if v[2] > 0 then
				if v[1] == "n" then
					rawget(fieldConverters, "creatureID")(group, v[2]);
				elseif v[1] == "i" then
					rawget(fieldConverters, "itemID")(group, v[2]);
				elseif v[1] == "o" then
					rawget(fieldConverters, "objectID")(group, v[2]);
				end
			end
		end
	end,
	["maps"] = function(group, value)
		_cache = rawget(fieldConverters, "mapID");
		for i,mapID in ipairs(value) do
			_cache(group, mapID);
		end
	end,
	--[[
	-- TODO: Mark coordinates in a special way.
	["coord"] = function(group, value)
		if value[3] then
			rawget(fieldConverters, "mapID")(group, value[3]);
		end
	end,
	["coords"] = function(group, value)
		_cache = rawget(fieldConverters, "mapID");
		for i,coord in ipairs(value) do
			if coord[3] then
				_cache(group, coord[3]);
			end
		end
	end,
	]]--
	["cost"] = function(group, value)
		if type(value) == "number" then
			return;
		else
			for k,v in pairs(value) do
				if v[1] == "i" and v[2] > 0 then
					if v[2] ~= 137642 then	-- NO MARKS OF HONOR!
						CacheField(group, "itemID", v[2]);
					end
				elseif v[1] == "c" and v[2] > 0 then
					CacheField(group, "currencyID", v[2]);
				end
			end
		end
	end,
	["c"] = function(group, value)
		if not containsValue(value, app.ClassIndex) then
			rawset(group, "nmc", true); -- "Not My Class"
		end
	end,
	["r"] = function(group, value)
		if value ~= app.FactionID then
			rawset(group, "nmr", true);	-- "Not My Race"
		end
	end,
	["races"] = function(group, value)
		if not containsValue(value, app.RaceIndex) then
			rawset(group, "nmr", true);	-- "Not My Race"
		end
	end,
};
CacheFields = function(group)
	-- local n = 0;
	-- local clone = {};
	-- for key,value in pairs(group) do
	-- 	n = n + 1;
	-- 	rawset(clone, n, key);
	-- end
	-- for i=1,n,1 do
	-- 	_cache = rawget(fieldConverters, rawget(clone, i));
	-- 	if _cache then _cache(group, rawget(group, rawget(clone, i))); end
	-- end
	-- iteration only moves across raw values
	for key,value in pairs(group) do
		_cache = rawget(fieldConverters, key);
		if _cache then _cache(group, value); end
	end
end
end)();
local function SearchForFieldRecursively(group, field, value)
	if group.g then
		-- Go through the sub groups and determine if any of them have a response.
		local first = nil;
		for i, subgroup in ipairs(group.g) do
			local g = SearchForFieldRecursively(subgroup, field, value);
			if g then
				if first then
					-- Merge!
					for j,data in ipairs(g) do
						tinsert(first, data);
					end
				else
					-- Cool! (This should be the most common occurance)
					first = g;
				end
			end
		end
		if group[field] == value then
			-- OH BOY, WE FOUND IT!
			if first then
				return tinsert(first, group);
			else
				return { group };
			end
		-- elseif group[field] and #group[field] > 0 then
			-- for i,v in ipairs(group[field]) do
				-- if v == value then
				-- -- OH BOY, WE FOUND IT WHICH CONTAINS THE TABLE CONTAINING IT!
					-- if first then
						-- return tinsert(first, group);
					-- else
						-- return { group };
					-- end
				-- end
			-- end
		end
		return first;
	elseif group[field] == value then
		-- OH BOY, WE FOUND IT!
		return { group };
	-- elseif group[field] and #group[field] > 0 then
		-- for i,v in ipairs(group[field]) do
			-- if v == value then
			-- -- OH BOY, WE FOUND IT WHICH CONTAINS THE TABLE CONTAINING IT!
				-- if first then
					-- return tinsert(first, group);
				-- else
					-- return { group };
				-- end
			-- end
		-- end
	end
end
local function SearchForFieldContainer(field)
	if field then return rawget(fieldCache, field); end
end
-- This method returns a table containing all groups which are related to or keyed by the
-- provided field type and key id
-- Meaning, when using this function, the results must be filtered to ensure the expected group(s) are being utilized
-- i.e. "questID" & 55780 will return groups for 55780 AND 55781 (which is an altquest of 55780)
local function SearchForField(field, id, onlyCached)
	if field and id then
		_cache = rawget(fieldCache, field);
		if _cache then return rawget(_cache, id), field, id; end
		if onlyCached then return nil, field, id; end
		-- print("Recursive Search!",field,id);
		return SearchForFieldRecursively(app:GetDataCache(), field, id), field, id;
	end
end
app.SearchForField = SearchForField;
-- This method performs the SearchForField logic, but then verifies that ONLY the specific matching object is returned as a Clone of the group
-- will attempt to return a filtered clone as a priority
app.SearchForObjectClone = function(field, id)
	local fcache = SearchForField(field, id);
	if fcache and #fcache > 0 then
		-- find a filter-match object first
		for i=1,#fcache,1 do
			if fcache[i][field] == id and app.RecursiveGroupRequirementsFilter(fcache[i]) then
				return CloneData(fcache[i]);
			end
		end
		-- otherwise just find the first matching object
		for i=1,#fcache,1 do
			if fcache[i][field] == id then
				return CloneData(fcache[i]);
			end
		end
	end
end

-- Item Information Lib
local function SearchForRelativeItems(group, listing)
	if group and group.g then
		for i,subgroup in ipairs(group.g) do
			SearchForRelativeItems(subgroup, listing);
			if subgroup.itemID then
				tinsert(listing, subgroup);
			end
		end
	end
end
local function SearchForSourceIDQuickly(sourceID)
	if sourceID and sourceID > 0 and app:GetDataCache() then
		local group = rawget(rawget(fieldCache, "s"),sourceID);
		if group and #group > 0 then return group[1]; end
	end
end
local function SearchForLink(link)
	if string.match(link, "item") then
		-- Parse the link and get the itemID and bonus ids.
		local itemString = string.match(link, "item[%-?%d:]+") or link;
		if itemString then
			local _, itemID, enchantId, gemId1, gemId2, gemId3, gemId4, suffixId, uniqueId,
				linkLevel, specializationID, upgradeId, modID = strsplit(":", link);
			if itemID then
				itemID = tonumber(itemID) or 0;
				local sourceID = select(3, GetItemInfo(link)) ~= LE_ITEM_QUALITY_ARTIFACT and GetSourceID(link, itemID);
				if sourceID then
					_ = SearchForField("s", sourceID);
					if _ then return _; end
				end

				-- Search for the item ID.
				_ = SearchForField("itemID", itemID);
				if _ and modID and modID ~= "" then
					modID = tonumber(modID or "1");
					if modID == 35 then modID = 23; end
					local onlyMatchingModIDs = {};
					for i,o in ipairs(_) do
						if o.modID then
							if o.modID == modID then
								tinsert(onlyMatchingModIDs, o);
							end
						else
							tinsert(onlyMatchingModIDs, o);
						end
					end
					if #onlyMatchingModIDs > 0 then
						return onlyMatchingModIDs;
					else
						local g = {};
						for i,o in ipairs(_) do
							o = CreateObject(o);
							o.modID = modID;
							MergeObject(g, o);
						end
						return g;
					end
				end
				return _;
			end
		end
	else
		local kind, id, paramA, paramB = strsplit(":", link);
		kind = string.lower(kind);
		if string.sub(kind,1,2) == "|c" then
			kind = string.sub(kind,11);
		end
		if string.sub(kind,1,2) == "|h" then
			kind = string.sub(kind,3);
		end
		if id then id = tonumber(select(1, strsplit("|[", id)) or id); end
		--print(kind, id, paramA, paramB);
		--print(string.gsub(string.gsub(link, "|c", "c"), "|h", "h"));
		if kind == "itemid" then
			return SearchForField("itemID", id);
		elseif kind == "sourceid" or kind == "s" then
			return SearchForField("s", id);
		elseif kind == "questid" or kind == "quest" then
			return SearchForField("questID", id);
		elseif kind == "creatureid" or kind == "npcid" then
			return SearchForField("creatureID", id);
		elseif kind == "achievementid" or kind == "achievement" then
			return SearchForField("achievementID", id);
		elseif kind == "currencyid" or kind == "currency" then
			return SearchForField("currencyID", id);
		elseif kind == "spellid" or kind == "spell" or kind == "enchant" or kind == "talent" then
			return SearchForField("spellID", id);
		elseif kind == "speciesid" or kind == "species" or kind == "battlepet" then
			return SearchForField("speciesID", id);
		elseif kind == "follower" or kind == "followerid" or kind == "followerID" or kind == "garrfollower" then
			return SearchForField("followerID", id);
		elseif kind == "azessence" or kind == "azeriteEssenceID" then
			return SearchForField("azeriteEssenceID", id);
		else
			return SearchForField(string.gsub(kind, "id", "ID"), id);
		end
	end
end
local function SearchForMissingItemsRecursively(group, listing)
	if group.visible then
		if (group.collectible or (group.itemID and group.total and group.total > 0)) and (not group.b or group.b == 2 or group.b == 3) then
			table.insert(listing, group);
		end
		if group.g and group.expanded then
			-- Go through the sub groups and determine if any of them have a response.
			for i, subgroup in ipairs(group.g) do
				SearchForMissingItemsRecursively(subgroup, listing);
			end
		end
	end
end
local function SearchForMissingItems(group)
	local listing = {};
	SearchForMissingItemsRecursively(group, listing);
	return listing;
end
local function SearchForMissingItemNames(group)
	-- Auctionator needs unique Item Names. Nothing else.
	local uniqueNames = {};
	for i,group in ipairs(SearchForMissingItems(group)) do
		local name = group.name;
		if name then uniqueNames[name] = 1; end
	end

	-- Build the array of names.
	local arr = {};
	for key,value in pairs(uniqueNames) do
		table.insert(arr, key);
	end
	return arr;
end
local function UpdateSearchResults(searchResults)
	if searchResults and #searchResults > 0 then
		-- Attempt to cleanly refresh the data.
		local fresh = false;

		-- Mark all results as marked. This prevents a double +1 on parents.
		for i,result in ipairs(searchResults) do
			if result.visible and result.parent and result.parent.total then
				result.marked = true;
			end
		end

		-- Only unmark and +1 marked search results.
		for i,result in ipairs(searchResults) do
			if result.marked then
				result.marked = nil;
				if result.total then
					-- This is an item that has a relative set of groups
					app.UpdateParentProgress(result);

					-- If this is NOT a group...
					if not result.g then
						-- If we've collected the item, use the "Show Collected Items" filter.
						result.visible = app.CollectedItemVisibilityFilter(result);
					end
				else
					app.UpdateParentProgress(result.parent);

					-- If we've collected the item, use the "Show Collected Items" filter.
					result.visible = app.CollectedItemVisibilityFilter(result);
				end
				fresh = true;
			end
		end

		-- If the data is fresh, don't force a refresh.
		app:RefreshData(fresh, true);
	end
end
app.SearchForLink = SearchForLink;

-- Map Information Lib
local function AddTomTomWaypoint(group, auto, recur)
	if TomTom and (group.visible or (group.objectiveID and not group.saved) or (app.Settings:Get("DebugMode"))) then
		if group.coords or group.coord then
			local opt = {
				title = group.text or group.name or group.link,
				persistent = nil,
				minimap = true,
				world = true,
				from = "ATT",
			};
			if group.title then opt.title = opt.title .. "\n" .. group.title; end
			if group.criteriaID then opt.title = opt.title .. "\nCriteria for " .. GetAchievementLink(group.achievementID); end
			local defaultMapID = GetRelativeMap(group, app.GetCurrentMapID());
			local displayID = GetDisplayID(group);
			if displayID then
				opt.minimap_displayID = displayID;
				opt.worldmap_displayID = displayID;
			end
			if group.icon then
				opt.minimap_icon = group.icon;
				opt.worldmap_icon = group.icon;
			end
			if group.coords then
				for i, coord in ipairs(group.coords) do
					TomTom:AddWaypoint(coord[3] or defaultMapID, coord[1] / 100, coord[2] / 100, opt);
				end
			end
			if group.coord then
				TomTom:AddWaypoint(group.coord[3] or defaultMapID, group.coord[1] / 100, group.coord[2] / 100, opt);
			end
		end
		if group.g then
			for i,subgroup in ipairs(group.g) do
				-- only automatically plot subGroups if they are not quests with incomplete source quests
				-- TODO: use 'isLockedBy' property for quests
				if not subgroup.sourceQuests or subgroup.sourceQuestsCompleted then
					AddTomTomWaypoint(subgroup, auto, true);
				end
			end
		end
		-- point arrow at closest waypoint once leaving the first recursive call
		if not recur then
			TomTom:SetClosestWaypoint();
			-- if this is specifically a current quest being tracked in the log, then try to put the in-game waypoint on it as well...
			-- maybe slumber will be ok with this?
			if group.questID then
				C_SuperTrack.SetSuperTrackedQuestID(group.questID);
			end
		end
	elseif not recur then
		-- only for the first click and no tomtom, plot the in-game waypoint
		C_SuperTrack.SetSuperTrackedUserWaypoint(false);
		C_Map.ClearUserWaypoint();
		local coord = group.coords and group.coords[1] or group.coord;
		if coord then
			-- in-game waypoint
			-- print("user-way",coord[1],coord[2],coord[3]);
			C_Map.SetUserWaypoint(UiMapPoint.CreateFromCoordinates(coord[3] or defaultMapID,coord[1]/100,coord[2]/100));
			C_SuperTrack.SetSuperTrackedUserWaypoint(true);
		end
		-- local point = C_Map.GetUserWaypoint();
		-- if point then
			-- print("waypoint:");
			-- for key,val in pairs(point) do
				-- print(key,val);
			-- end
			-- print("---");
		-- end
		-- try waypoint by questID next since it's more accurate if in-game ACTUALLY WORKS
		if group.questID then
			-- print("quest-way",group.questID);
			C_SuperTrack.SetSuperTrackedQuestID(group.questID);
			-- if C_SuperTrack.GetSuperTrackedQuestID() ~= 0 then
				-- print("set!");
				-- C_SuperTrack.SetSuperTrackedUserWaypoint(true);
			-- end
		end
		-- print("tracking?",C_SuperTrack.IsSuperTrackingAnything(),C_SuperTrack.IsSuperTrackingUserWaypoint(),C_SuperTrack.GetSuperTrackedQuestID());
	end
end
-- Populates/replaces data within a questObject for displaying in a row
local function PopulateQuestObject(questObject)
	-- cannot do anything on a missing object or questID
	if not questObject or not questObject.questID then return; end

	local showCurrencies = app.Settings:GetTooltipSetting("WorldQuestsList:Currencies");

	-- Check for a Task-specific icon
	local info = C_QuestLog.GetQuestTagInfo(questObject.questID);
	-- if info then
		-- print("WQ info:",questObject.questID);
		-- for k,v in pairs(info) do
			-- print(k,v);
		-- end
		-- print("---");
	-- end
	-- local tagID, tagName, worldQuestType, rarity, isElite, tradeskillLineIndex = ;
	local worldQuestType = info and info.worldQuestType;
	local tagID = info and info.tagID;
	if worldQuestType then
		-- all WQ's on map should be treated as repeatable
		questObject.repeatable = true;
		if worldQuestType == LE_QUEST_TAG_TYPE_PVP or worldQuestType == LE_QUEST_TAG_TYPE_BOUNTY then
			questObject.icon = "Interface\\Icons\\Achievement_PVP_P_09";
		elseif worldQuestType == LE_QUEST_TAG_TYPE_PET_BATTLE then
			questObject.icon = "Interface\\Icons\\PetJournalPortrait";
		elseif worldQuestType == LE_QUEST_TAG_TYPE_PROFESSION then
			questObject.icon = "Interface\\Icons\\Trade_BlackSmithing";
		elseif worldQuestType == LE_QUEST_TAG_TYPE_DUNGEON or tagID == 137 then
			-- questObject.icon = "Interface\\Icons\\Achievement_PVP_P_09";
			-- TODO: Add the relevent dungeon icon. (DONE! IN REWARDS!)
		elseif worldQuestType == LE_QUEST_TAG_TYPE_RAID then
			questObject.isRaid = true;
			-- questObject.icon = "Interface\\Icons\\Achievement_PVP_P_09";
			-- TODO: Add the relevent dungeon icon.
		elseif worldQuestType == LE_QUEST_TAG_TYPE_INVASION or worldQuestType == LE_QUEST_TAG_TYPE_INVASION_WRAPPER then
			questObject.icon = "Interface\\Icons\\achievements_zone_brokenshore";
		--elseif worldQuestType == LE_QUEST_TAG_TYPE_TAG then
			-- completely useless
			--questObject.icon = "Interface\\Icons\\INV_Misc_QuestionMark";
		--elseif worldQuestType == LE_QUEST_TAG_TYPE_NORMAL then
		--	questObject.icon = "Interface\\Icons\\INV_Misc_QuestionMark";
		end
	end

	-- Update Quest info from cache
	cache = SearchForField("questID",questObject.questID);
	if cache then
		for _,data in ipairs(cache) do
			-- only merge into the WQ quest object properties from an object in cache with this questID
			if data["questID"] == questObject.questID then
				for key,value in pairs(data) do
					if not (key == "g" or key == "parent") then
						questObject[key] = value;
					end
				end
				if data.isVignette then questObject.isVignette = true; end
				if data.g then
					for _,entry in ipairs(data.g) do
						local resolved = ResolveSymbolicLink(entry);
						if resolved then
							entry = CreateObject(entry);
							if entry.g then
								MergeObjects(entry.g, resolved);
							else
								entry.g = resolved;
							end
						end
						tinsert(questObject.g, entry);
					end
				end
			-- otherwise this is a non-quest object flagged with this questID so it should be added under the quest
			else
				MergeObject(questObject.g, data);
			end
		end
	-- else
	-- 	print("non-cached quest",questObject.questID);
	end

	-- Check for provider info
	if questObject.qgs and #questObject.qgs == 1 then
		for j,qg in ipairs(questObject.qgs) do
			cache = SearchForField("creatureID", qg, true);
			if cache then
				for _,data in ipairs(cache) do
					if GetRelativeField(group, "npcID", -16) then	-- Rares only!
						for key,value in pairs(data) do
							if not (key == "g" or key == "parent") then
								questObject[key] = value;
							end
						end
						if data.g then
							for _,entry in ipairs(data.g) do
								local resolved = ResolveSymbolicLink(entry);
								if resolved then
									entry = CreateObject(entry);
									if entry.g then
										MergeObjects(entry.g, resolved);
									else
										entry.g = resolved;
									end
								end
								MergeObject(questObject.g, entry);
							end
						end
					end
				end
			end
		end
	end

	-- Get reward info
	local numQuestRewards = GetNumQuestLogRewards(questObject.questID);
	-- numQuestRewards will often be 0 for fresh questID API calls...
	-- pre-emptively call the following API method as well to get cached data earlier for the next refresh
	local _ = GetQuestLogRewardInfo(1, questObject.questID);
	for j=1,numQuestRewards,1 do
		local _, _, _, _, _, itemID, ilvl = GetQuestLogRewardInfo(j, questObject.questID);
		if itemID then
			if showCurrencies or (itemID ~= 116415 and itemID ~= 163036) then
				QuestHarvester.AllTheThingsProcessing = true;
				QuestHarvester:SetOwner(UIParent, "ANCHOR_NONE");
				QuestHarvester:SetQuestLogItem("reward", j, questObject.questID);
				local link = select(2, QuestHarvester:GetItem());
				QuestHarvester.AllTheThingsProcessing = false;
				QuestHarvester:Hide();
				if link then
					--print("TODO: Parse Link", link);
					cache = SearchForLink(link);
					if cache and #cache > 0 then
						local _, itemID, enchantId, gemId1, gemId2, gemId3, gemId4, suffixId, uniqueId, linkLevel, specializationID, upgradeId, modID = strsplit(":", link);
						for _,item in ipairs(cache) do
							item = CreateObject(item);
							item.link = link;
							if modID then item.modID = tonumber(modID); end
							MergeObject(questObject.g, item);
						end
					end
				else
					-- Take the best guess at what this is... No clue.
					local modID = tagID == 137 and ((ilvl >= 370 and 23) or (ilvl >= 355 and 2)) or 1;
					cache = fieldCache["itemID"][itemID];
					local item = { ["itemID"] = itemID, ["expanded"] = false, };
					if cache then
						local ACKCHUALLY;
						for _,data in ipairs(cache) do
							if data.f then
								item.f = data.f;
							end
							if data.s then
								item.s = data.s;
								if data.modID == modID then
									ACKCHUALLY = data.s;
									item.modID = modID;
									if tagID == 137 then
										local parent = data.parent;
										while parent do
											if parent.instanceID then
												questObject.icon = parent.icon;
												break;
											end
											parent = parent.parent;
										end
									end
								end
							end
							if data.g and #data.g > 0 then
								if not item.g then
									item.g = {};
									item.progress = 0;
									item.total = 0;
								end
								MergeObjects(item.g, data.g);
							end
						end
						if ACKCHUALLY then
							item.s = ACKCHUALLY;
						end
					end
					MergeObject(questObject.g, item);
				end
			end
		else
			questObject.missingData = true;
		end
	end

	-- Get time remaining info (only works for World Quests)
	local timeRemaining = C_TaskQuest.GetQuestTimeLeftMinutes(questObject.questID);
	if timeRemaining and timeRemaining > 0 then
		questObject.timeRemaining = timeRemaining;
		local description = BONUS_OBJECTIVE_TIME_LEFT:format(SecondsToTime(timeRemaining * 60));
		if timeRemaining < 30 then
			description = "|cFFFF0000" .. description .. "|r";
		elseif timeRemaining < 60 then
			description = "|cFFFFFF00" .. description .. "|r";
		end
		if not questObject.description then
			questObject.description = description;
		else
			questObject.description = questObject.description .. "\n\n" .. description;
		end
	end

	-- Add info for currency rewards as containers for their respective collectibles
	if showCurrencies then
		local numCurrencies = GetNumQuestLogRewardCurrencies(questObject.questID);
		-- numCurrencies will often be 0 for fresh questID API calls...
		-- pre-emptively call the following API method as well to get cached data earlier for the next refresh
		local _ = GetQuestLogRewardCurrencyInfo(1, questObject.questID);
		for j=1,numCurrencies,1 do
			local name, texture, numItems, currencyID = GetQuestLogRewardCurrencyInfo(j, questObject.questID);
			if currencyID then
				local item = { ["currencyID"] = currencyID, ["expanded"] = false, };
				cache = fieldCache["currencyID"][currencyID];
				if cache then
					for _,data in ipairs(cache) do
						if data.f then
							item.f = data.f;
						end
						if data.g and #data.g > 0 then
							if not item.g then
								item.g = {};
								item.progress = 0;
								item.total = 0;
								item.OnUpdate = OnUpdateForItem;
							end
							MergeObjects(item.g, data.g);
						end
					end
					if not item.g then
						item.g = {};
						item.progress = 0;
						item.total = 0;
						item.OnUpdate = OnUpdateForItem;
					end
					MergeObject(questObject.g, item);
				end
			else
				questObject.missingData = true;
			end
		end
	end

	-- Resolve all symbolic links
	if questObject.g and #questObject.g > 0 then
		for j,item in ipairs(questObject.g) do
			local resolved = ResolveSymbolicLink(item);
			if resolved then
				if not item.g then
					item.g = resolved;
				else
					MergeObjects(item.g, resolved);
				end
			end
		end
	end

	-- If this is not a metatable yet, create a raw repeatable value for use prior to that
	if not questObject.repeatable and
		(questObject.isDaily or questObject.isWeekly or questObject.isMonthly or questObject.isYearly) then
			questObject.repeatable = true;
	end

	-- Query quest name if not existing
	-- This messes up World Bosses somehow, and not sorting on quest names, so don't need to pull it right here
	-- if not questObject.text then
		-- local harvestedName = QuestTitleFromID[questObject.questID];
		-- if harvestedName and harvestedName ~= RETRIEVING_DATA then
			-- -- questObject.text = harvestedName;
		-- end
	-- end
end
-- Returns a questObject containing a lot of Quest information for displaying in a row
local function GetPopulatedQuestObject(questID)
	local questObject = {questID=questID,g={},progress=0,total=0};
	PopulateQuestObject(questObject);
	return questObject;
end
-- Returns a mapObject containing basic map information
local function GetPopulatedMapObject(mapID)
	local mapObject = { mapID=mapID,g={},progress=0,total=0};
	cache = fieldCache["mapID"][mapID];
	if cache then
		for _,data in ipairs(cache) do
			if data.mapID and data.icon then
				mapObject.text = data.text;
				mapObject.icon = data.icon;
				mapObject.lvl = data.lvl;
				mapObject.description = data.description;
				break;
			end
		end
	end

	if not mapObject.text then
		local mapInfo = C_Map_GetMapInfo(mapID);
		if mapInfo then
			mapObject.text = mapInfo.name;
		end
	end

	return mapObject;
end
local function ExportDataRecursively(group, indent)
	if group.itemID then return ""; end
	if group.g then
		if group.instanceID then
			EJ_SelectInstance(group.instanceID);
			EJ_SetLootFilter(0, 0);
			EJ_SetSlotFilter(0);
			local str = indent .. "c(" .. group.instanceID .. "--[[" .. select(1, EJ_GetInstanceInfo()) .. "]], {\n";
			for i,subgroup in ipairs(group.g) do
				str = str .. ExportDataRecursively(subgroup, indent .. "\t");
			end
			return str .. indent .. "}),\n"
		end
		if group.difficultyID then
			EJ_SetDifficulty(group.difficultyID);
			EJ_SetLootFilter(0, 0);
			EJ_SetSlotFilter(0);
			local str = indent .. "d(" .. group.difficultyID .. "--[[" .. select(1, GetDifficultyInfo(group.difficultyID)) .. "]], {\n";
			for i,subgroup in ipairs(group.g) do
				str = str .. ExportDataRecursively(subgroup, indent .. "\t");
			end
			return str .. indent .. "}),\n"
		end
		if group.encounterID then
			EJ_SelectEncounter(group.encounterID);
			EJ_SetLootFilter(0, 0);
			EJ_SetSlotFilter(0);
			local str = indent .. "e(" .. group.encounterID .. "--[[" .. select(1, EJ_GetEncounterInfo(group.encounterID)) .. "]], {\n";
			local numLoot = EJ_GetNumLoot();
			for i = 1,numLoot do
				local itemID = EJ_GetLootInfoByIndex(i);
				str = str .. indent .. "\ti(" .. itemID .. "--[[" .. select(1, GetItemInfo(itemID)) .. "]]),\n";
			end
			return str .. indent .. "}),\n"
		end
	end
	return "";
end
local function ExportData(group)
	if group.instanceID then
		EJ_SetLootFilter(0, 0);
		EJ_SetSlotFilter(0);
		SetDataMember("EXPORT_DATA", ExportDataRecursively(group, ""));
	end
end
local function RefreshSavesCoroutine()
	-- While the player is in combat, wait for combat to end.
	while InCombatLockdown() do coroutine.yield(); end

	-- While the player is still logging in, wait.
	while not app.GUID do coroutine.yield(); end

	-- While the player is still waiting for information, wait.
	-- NOTE: Usually, this is only 1 wait.
	local counter = 600;
	local saves = GetNumSavedInstances();
	while counter > 0 and saves and saves < 1 do
		counter = counter - 1;
		coroutine.yield();
		saves = GetNumSavedInstances();
	end
	if counter < 1 then
		app.refreshingSaves = false;
		-- Need to return if hitting the limit
		-- A character who has never entered an instance will hit this
		return;
	end

	-- Cache the lockouts across your account.
	local serverTime = GetServerTime();
	local lockouts = GetDataMember("lockouts");
	local myLockouts = GetTempDataMember("lockouts");

	-- Check to make sure that the old instance data has expired
	for character,locks in pairs(lockouts) do
		local lockCount = 0;
		for name,instance in pairs(locks) do
			local count = 0;
			for difficulty,lock in pairs(instance) do
				if serverTime >= lock.reset then
					-- Clean this up.
					instance[difficulty] = nil;
				else
					count = count + 1;
				end
			end
			if count == 0 then
				-- Clean this up.
				locks[name] = nil;
			else
				lockCount = lockCount + 1;
			end
		end
		if lockCount == 0 then
			-- Clean this up.
			lockouts[character] = nil;
		end
	end

	-- Update Saved Instances
	local converter = L["SAVED_TO_DJ_INSTANCES"];
	for instanceIter=1,saves do
		local name, id, reset, difficulty, locked, _, _, isRaid, _, _, numEncounters = GetSavedInstanceInfo(instanceIter);
		if locked then
			-- Update the name of the instance and cache the locks for this instance
			name = converter[name] or name;
			reset = serverTime + reset;
			local locks = myLockouts[name];
			if not locks then
				locks = {};
				myLockouts[name] = locks;
			end

			-- Create the lock for this difficulty
			local lock = locks[difficulty];
			if not lock then
				lock = { ["id"] = id, ["reset"] = reset, ["encounters"] = {}};
				locks[difficulty] = lock;
			else
				lock.id = id;
				lock.reset = reset;
			end

			-- If this is LFR, then don't share.
			if difficulty == 7 or difficulty == 17 then
				if #lock.encounters == 0 then
					-- Check Encounter locks
					for encounterIter=1,numEncounters do
						local name, _, isKilled = GetSavedInstanceEncounterInfo(instanceIter, encounterIter);
						table.insert(lock.encounters, { ["name"] = name, ["isKilled"] = isKilled });
					end
				else
					-- Check Encounter locks
					for encounterIter=1,numEncounters do
						local name, _, isKilled = GetSavedInstanceEncounterInfo(instanceIter, encounterIter);
						if not lock.encounters[encounterIter] then
							table.insert(lock.encounters, { ["name"] = name, ["isKilled"] = isKilled });
						elseif isKilled then
							lock.encounters[encounterIter].isKilled = true;
						end
					end
				end
			else
				-- Create the pseudo "shared" lock
				local shared = locks["shared"];
				if not shared then
					shared = {};
					shared.id = id;
					shared.reset = reset;
					shared.encounters = {};
					locks["shared"] = shared;

					-- Check Encounter locks
					for encounterIter=1,numEncounters do
						local name, _, isKilled = GetSavedInstanceEncounterInfo(instanceIter, encounterIter);
						table.insert(lock.encounters, { ["name"] = name, ["isKilled"] = isKilled });

						-- Shared Encounter is always assigned if this is the first lock seen for this instance
						table.insert(shared.encounters, { ["name"] = name, ["isKilled"] = isKilled });
					end
				else
					-- Check Encounter locks
					for encounterIter=1,numEncounters do
						local name, _, isKilled = GetSavedInstanceEncounterInfo(instanceIter, encounterIter);
						if not lock.encounters[encounterIter] then
							table.insert(lock.encounters, { ["name"] = name, ["isKilled"] = isKilled });
						elseif isKilled then
							lock.encounters[encounterIter].isKilled = true;
						end
						if not shared.encounters[encounterIter] then
							table.insert(shared.encounters, { ["name"] = name, ["isKilled"] = isKilled });
						elseif isKilled then
							shared.encounters[encounterIter].isKilled = true;
						end
					end
				end
			end
		end
	end

	-- Mark that we're done now.
	app:UpdateWindows(nil, true);
end
local function RefreshSaves()
	StartCoroutine("RefreshSaves", RefreshSavesCoroutine);
end
local function RefreshCollections()
	StartCoroutine("RefreshingCollections", function()
		while InCombatLockdown() do coroutine.yield(); end
		app.print("Refreshing collection...");
		app.events.QUEST_LOG_UPDATE();

		-- Harvest Illusion Collections
		local collectedIllusions = GetDataMember("CollectedIllusions", {});
		for i,illusion in ipairs(C_TransmogCollection_GetIllusions()) do
			if rawget(illusion, "isCollected") then rawset(collectedIllusions, illusion.sourceID, 1); end
		end
		coroutine.yield();

		-- Harvest Title Collections
		local collectedTitles = GetTempDataMember("CollectedTitles", {});
		for i=1,GetNumTitles(),1 do
			if IsTitleKnown(i) then rawset(collectedTitles, i, 1); end
		end
		coroutine.yield();

		-- Refresh Mounts / Pets
		local collectedSpells = GetDataMember("CollectedSpells", {});
		local collectedSpellsPerCharacter = GetTempDataMember("CollectedSpells", {});
		for i,mountID in ipairs(C_MountJournal.GetMountIDs()) do
			local _, spellID, _, _, _, _, _, _, _, _, isCollected = C_MountJournal_GetMountInfoByID(mountID);
			if spellID and isCollected then
				rawset(collectedSpells, spellID, 1);
				rawset(collectedSpellsPerCharacter, spellID, 1);
			end
		end

		-- Wait a frame before harvesting item collection status.
		coroutine.yield();

		-- Harvest Item Collections that are used by the addon.
		app:GetDataCache();
		coroutine.yield();

		-- Refresh Toys from Cache
		local collectedToys = GetDataMember("CollectedToys", {});
		for id,group in pairs(fieldCache["toyID"]) do
			if not rawget(collectedToys, id) and PlayerHasToy(id) then
				rawset(collectedToys, id, 1);
			end
		end
		coroutine.yield();

		-- Refresh Achievements
		RefreshAchievementCollection();
		coroutine.yield();

		-- Refresh Sources from Cache
		local collectedSources = GetDataMember("CollectedSources");
		if app.Settings:Get("Completionist") then
			-- Completionist Mode can simply use the *fast* blizzard API.
			for id,group in pairs(fieldCache["s"]) do
				if not rawget(collectedSources, id) then
					if C_TransmogCollection_PlayerHasTransmogItemModifiedAppearance(id) then
						rawset(collectedSources, id, 1);
					end
				end
			end
		else
			-- Unique Mode requires a lot more calculation.
			for id,group in pairs(fieldCache["s"]) do
				if not rawget(collectedSources, id) then
					if C_TransmogCollection_PlayerHasTransmogItemModifiedAppearance(id) then
						rawset(collectedSources, id, 1);
					else
						_cache = C_TransmogCollection_GetSourceInfo(id);
						if _cache and app.ItemSourceFilter(_cache, C_TransmogCollection_GetAllAppearanceSources(_cache.visualID)) then
							rawset(collectedSources, id, 2);
						end
					end
				end
			end
		end
		coroutine.yield();
		app:RefreshData(false, false, true);

		-- Wait for refresh to actually finish
		while app.refreshing["RefreshData"] do coroutine.yield(); end

		-- Report success.
		app.print("Done refreshing collection.");
	end);
end
local function RefreshMountCollection()
	StartCoroutine("RefreshMountCollection", function()
		while InCombatLockdown() do coroutine.yield(); end

		-- Cache current counts
		local previousProgress = app:GetDataCache().progress or 0;

		-- Refresh Mounts
		local collectedSpells = GetDataMember("CollectedSpells", {});
		local collectedSpellsPerCharacter = GetTempDataMember("CollectedSpells", {});
		for i,mountID in ipairs(C_MountJournal.GetMountIDs()) do
			local _, spellID, _, _, _, _, _, _, _, _, isCollected = C_MountJournal_GetMountInfoByID(mountID);
			if spellID and isCollected then
				collectedSpells[spellID] = 1;
				collectedSpellsPerCharacter[spellID] = 1;
			end
		end

		-- Wait a frame before harvesting item collection status.
		coroutine.yield();
		app:RefreshData(false, true);

		-- Wait 2 frames before refreshing states.
		coroutine.yield();
		coroutine.yield();

		-- Compare progress
		local progress = app:GetDataCache().progress or 0;
		if progress < previousProgress then
			app:PlayRemoveSound();
		elseif progress > previousProgress then
			app:PlayFanfare();
		end
		wipe(searchCache);
	end);
end
local function GetGroupSortValue(group)
	if group.g then
		if group.total and group.total > 1 then
			if group.progress and group.progress > 0 then
				return (2 + (group.progress / group.total));
			end
			return (1 / group.total);
		end
		return 0;
	elseif group.collectible then
		if group.collected then
			return -1;
		elseif group.sortProgress then
			return (-2 + group.sortProgress);
		end
		return -2;
	end
	return -3;
end
local function SortGroup(group, sortType, row, recur)
	if group.visible and group.g then
		app:CheckYieldHelper();
		if sortType == "name" then
			local txtA, txtB;
			table.sort(group.g, function(a, b)
				txtA = a and tostring(a.text) or "";
				txtB = b and tostring(b.text) or "";
				if txtA then
					if txtB then return txtA < txtB; end
					return true;
				end
				return false;
			end);
			if recur then
				for i,o in ipairs(group.g) do
					SortGroup(o, "name", nil, recur);
				end
			end
		elseif sortType == "progress" then
			local progA, progB;
			table.sort(group.g, function(a, b)
				progA = GetGroupSortValue(a);
				progB = GetGroupSortValue(b);
				if progA then
					if progB then return progA > progB; end
					return true;
				end
				return false;
			end);
			if recur then
				for i,o in ipairs(group.g) do
					SortGroup(o, "progress", nil, recur);
				end
			end
		else
			local sortA, sortB;
			table.sort(group.g, function(a, b)
				sortA = a and tostring(a[sortType]);
				sortB = b and tostring(b[sortType]);
				return sortA < sortB;
			end);
			if recur then
				for i,o in ipairs(group.g) do
					SortGroup(o, sortType, nil, recur);
				end
			end
		end
		-- other sort types?
	end
	if row then
		row:GetParent():GetParent():Update();
		app.print("Finished Sorting.");
	end
end
app.GetCurrentMapID = function()
	local uiMapID = C_Map_GetBestMapForUnit("player");
	if uiMapID then
		local map = C_Map_GetMapInfo(uiMapID);
		if map and (map.mapType == 0 or map.mapType == 1 or map.mapType == 2) then
			-- Onyxia's Lair fix
			local text_to_mapID = app.L["ZONE_TEXT_TO_MAP_ID"];
			if text_to_mapID then
				local otherMapID = (GetRealZoneText() and text_to_mapID[GetRealZoneText()]) or (GetSubZoneText() and text_to_mapID[GetSubZoneText()]);
				if otherMapID then uiMapID = otherMapID; end
			end
		end
	end
	-- print("Current UI Map ID: ", uiMapID);
	return uiMapID;
end
app.GetMapName = function(mapID)
	if mapID and mapID > 0 then
		local info = C_Map_GetMapInfo(mapID);
		return (info and info.name) or ("Map ID #" .. mapID);
	else
		return "Map ID #???";
	end
end
app.ToggleMainList = function()
	app:GetWindow("Prime"):Toggle();
end
app.RefreshCollections = RefreshCollections;
app.RefreshSaves = RefreshSaves;
app.TryColorizeName = function(self, name)
	if not name or name == RETRIEVING_DATA then return name; end
	if self.isBreadcrumb then
		return "|cff7f40bf" .. name .. "|r";
	elseif self.isRaid then
		return "|cffff8000" .. name .. "|r";
		-- if people REALLY only want to see colors in account/debug then we can comment this in
	elseif app.Settings:GetTooltipSetting("UseMoreColors") --and (app.Settings:Get("AccountMode") or app.Settings:Get("DebugMode"))
	then
		-- class color
		if self.classID then
			return "|c" .. RAID_CLASS_COLORS[select(2, GetClassInfo(self.classID))].colorStr .. name .. "|r";
		elseif self.c and #self.c == 1 then
			return "|c" .. RAID_CLASS_COLORS[select(2, GetClassInfo(self.c[1]))].colorStr .. name .. "|r";
		-- faction colors
		elseif self.r then
			-- red for Horde
			if self.r == Enum.FlightPathFaction.Horde then
				return "|cffcc6666" .. name .. "|r";
			-- blue for Alliance
			elseif self.r == Enum.FlightPathFaction.Alliance then
				return "|cff407fbf" .. name .. "|r";
			end
		end
	end
	return name;
end

-- Tooltip Functions
local function AttachTooltipRawSearchResults(self, group)
	if group then
		-- add the progress as a new line for encounter tooltips instead of using right text since it can overlap the NPC name
		if group.encounterID and group.collectionText then
			self:AddDoubleLine("Progress", group.collectionText);
		end
		-- If there was info text generated for this search result, then display that first.
		if group.info then
			local left, right;
			for i,entry in ipairs(group.info) do
				left = entry.left;
				right = entry.right;
				if right then
					self:AddDoubleLine(left or " ", right);
				elseif entry.r then
					if entry.wrap then
						self:AddLine(left, entry.r / 255, entry.g / 255, entry.b / 255, 1);
					else
						self:AddLine(left, entry.r / 255, entry.g / 255, entry.b / 255);
					end
				else
					if entry.wrap then
						self:AddLine(left, nil, nil, nil, 1);
					else
						self:AddLine(left);
					end
				end
			end
		end

		-- If the user has Show Collection Progress turned on.
		if group.collectionText and not group.encounterID and self:NumLines() > 0 then
			local rightSide = _G[self:GetName() .. "TextRight1"];
			if rightSide then
				if self.CloseButton then
					-- dont think the region for the rightText can be modified within the tooltip, so pad instead
					rightSide:SetText(group.collectionText .. "     ");
				else
					rightSide:SetText(group.collectionText);
				end
				rightSide:Show();
			end
		end

		self.AttachComplete = not group.working;
	end
end
local function AttachTooltipSearchResults(self, search, method, paramA, paramB, ...)
	AttachTooltipRawSearchResults(self, GetCachedSearchResults(search, method, paramA, paramB, ...));
end
-- local function CheckAttachTooltip(self, elapsed)
	-- -- print("OnUpdate",elapsed);
	-- -- run the UpdateTooltip if it exists
	-- if self.UpdateTooltip then
		-- -- only allow OnUpdate to process 4x per second, very slow
		-- self.NextUpdate = (self.NextUpdate or .25) - elapsed;
		-- -- print("NextUpdate",self.NextUpdate);
		-- if self.NextUpdate > 0 then return; end
		-- -- reset update frequency
		-- self.NextUpdate = nil;
		-- self.AllTheThingsProcessing = nil;
		-- print(":UpdateTooltip()");
		-- self:UpdateTooltip();
		-- -- print(".UpdateTooltip(self)");
		-- -- self:UpdateTooltip(self);
		-- -- print(".UpdateTooltip(self)");
		-- -- self.UpdateTooltip(self);
	-- end
-- end
local function AttachTooltip(self)
	-- print("AttachTooltip-Processing",self.AllTheThingsProcessing);
	if not self.AllTheThingsProcessing then
		self.AllTheThingsProcessing = true;
		if (not InCombatLockdown() or app.Settings:GetTooltipSetting("DisplayInCombat")) and app.Settings:GetTooltipSetting("Enabled") then
			local numLines = self:NumLines();
			if numLines > 0 then
				--[[--
				-- Debug all of the available fields on the tooltip.
				for i,j in pairs(self) do
					self:AddDoubleLine(tostring(i), tostring(j));
				end
				self:Show();
				self:AddDoubleLine("GetItem", tostring(select(2, self:GetItem()) or "nil"));
				self:AddDoubleLine("GetSpell", tostring(select(2, self:GetSpell()) or "nil"));
				self:AddDoubleLine("GetUnit", tostring(select(2, self:GetUnit()) or "nil"));
				--]]--

				-- Does the tooltip have an owner?
				local owner = self:GetOwner();
				if owner then
					if owner.SpellHighlightTexture then
						-- Actionbars, don't want that.
						return true;
					end
					if owner.cooldownWrapper then
						local parent = owner:GetParent();
						if parent then
							parent = parent:GetParent();
							if parent and parent.fanfareToys then
								-- Toy Box, don't want that.
								return true;
							end
						end
					end
				end

				if not owner or not owner.UpdateTooltip then
					-- print("Attach-SetSelfUpdate");
					self.UpdateTooltip = AttachTooltip;
				end

				-- Does the tooltip have a target?
				local target = select(2, self:GetUnit());
				if target then
					-- Yes.
					target = UnitGUID(target);
					if target then
						local type, zero, server_id, instance_id, zone_uid, npc_id, spawn_uid = strsplit("-",target);
						-- print(target, type, npc_id);
						if type == "Player" then
							if target == "Player-76-0895E23B" then
								local leftSide = _G[self:GetName() .. "TextLeft1"];
								if leftSide then
									leftSide:SetText("|cffff8000" .. leftSide:GetText() .. "|r");
								end
								local rightSide = _G[self:GetName() .. "TextRight2"];
								leftSide = _G[self:GetName() .. "TextLeft2"];
								if leftSide and rightSide then
									leftSide:SetText(L["TITLE"]);
									leftSide:Show();
									rightSide:SetText("Author");
									rightSide:Show();
								else
									self:AddDoubleLine(L["TITLE"], "Author");
								end
							end
						elseif type == "Creature" or type == "Vehicle" then
							if app.Settings:GetTooltipSetting("creatureID") then self:AddDoubleLine(L["CREATURE_ID"], tostring(npc_id)); end
							AttachTooltipSearchResults(self, "creatureID:" .. npc_id, SearchForField, "creatureID", tonumber(npc_id));
						end
						return true;
					end
				end

				-- Does the tooltip have a spell? [Mount Journal, Action Bars, etc]
				local spellID = select(2, self:GetSpell());
				if spellID and app.Settings:GetTooltipSettingWithMod("Enabled") then
					-- print("Search spellID",spellID);
					AttachTooltipSearchResults(self, "spellID:" .. spellID, SearchForField, "spellID", spellID);
					-- self:Show();
					-- this evals to true for mount journal tooltips
					-- if owner and owner.ActiveTexture then
						-- print("Stop Processing");
						-- self.AllTheThingsProcessing = nil;
					-- end
					return true;
				end

				-- Does the tooltip have an itemlink?
				local link = select(2, self:GetItem());
				if link and app.Settings:GetTooltipSettingWithMod("Enabled") then
					-- local _, _, Color, Ltype, Id, Enchant, Gem1, Gem2, Gem3, Gem4, Suffix, Unique, LinkLvl, reforging, Name = string.find(link, "|?c?f?f?(%x*)|?H?([^:]*):?(%d+):?(%d*):?(%d*):?(%d*):?(%d*):?(%d*):?(%-?%d*):?(%-?%d*):?(%d*):?(%d*)|?h?%[?([^%[%]]*)%]?|?h?|?r?");
					-- local _, _, _, Ltype, Id = string.find(link, "|?c?f?f?(%x*)|?H?([^:]*):?(%d+):?(%d*):?(%d*):?(%d*):?(%d*):?(%d*):?(%-?%d*):?(%-?%d*):?(%d*):?(%d*)|?h?%[?([^%[%]]*)%]?|?h?|?r?");
					local itemID = string.match(link, "item:(%d+)");
					-- local _, _, _, Ltype, Id = string.find(link, "|?c?f?f?(%x*)|?H?([^:]*):?(%d+):?(%d*):?(%d*):?(%d*)");
					-- print(Ltype,Id);
					--[[
					local itemString = string.match(link, "item[%-?%d:]+");
					-- mythic keystones have no itemID ... ?? so itemString is nil here
					local itemID = GetItemInfoInstant(itemString);
					if not AllTheThingsAuctionData then return end;
					if AllTheThingsAuctionData[itemID] then
						self:AddLine("ATT -> " .. BUTTON_LAG_AUCTIONHOUSE .. " -> " .. GetCoinTextureString(AllTheThingsAuctionData[itemID]["price"]));
					end--]]
					-- print("Search Item",itemID);
					if itemID and itemID == "137642" then -- skip Mark of Honor for now
						AttachTooltipSearchResults(self, link, function() end, "itemID", 137642);
					else
						AttachTooltipSearchResults(self, link, SearchForLink, link);
					end
					return true;
				end

				-- Does this tooltip have a 'shown Thing'
				-- if self.shownThing then
					-- -- local search, id = self.shownThing[1], self.shownThing[2];
					-- -- print("shown Thing", search, id);
					-- -- AttachTooltipSearchResults(self, search .. ":" .. id, SearchForField, search, id);
					-- self.AllTheThingsProcessing = nil;
					-- self.shownThing = nil;
				-- end

				-- Does the tooltip have an owner?
				if owner then
					-- print("AttachTooltip-HasOwner");
					-- If the owner has a ref, it's an ATT row. Ignore it.
					if owner.ref then
						-- print("owner-ATT-row");
						return true; end

					--[[--
					-- Debug all of the available fields on the owner.
					self:AddDoubleLine("GetOwner", tostring(owner:GetName()));
					for i,j in pairs(owner) do
						self:AddDoubleLine(tostring(i), tostring(j));
					end
					self:Show();
					--]]--

					local encounterID = owner.encounterID;
					if encounterID and not owner.itemID and app.Settings:GetTooltipSettingWithMod("Enabled") then
						if app.Settings:GetTooltipSetting("encounterID") then self:AddDoubleLine(L["ENCOUNTER_ID"], tostring(encounterID)); end
						AttachTooltipSearchResults(self, "encounterID:" .. encounterID, SearchForField, "encounterID", tonumber(encounterID));
						return;
					end

					local gf;
					if owner.lastNumMountsNeedingFanfare then
						-- Collections
						gf = app:GetWindow("Prime").data;
					elseif owner.NewAdventureNotice then
						-- Adventure Guide
						gf = app:GetWindow("Prime").data.g[1];
					elseif owner.tooltipText then
						if type(owner.tooltipText) == "string" then
							if owner.tooltipText == DUNGEONS_BUTTON then
								-- Group Finder
								gf = app:GetWindow("Prime").data.g[4];
							elseif owner.tooltipText == BLIZZARD_STORE then
								-- Shop
								gf = app:GetWindow("Prime").data.g[18];
							elseif string.sub(owner.tooltipText, 1, string.len(ACHIEVEMENT_BUTTON)) == ACHIEVEMENT_BUTTON then
								-- Achievements
								gf = app:GetWindow("Prime").data.g[5];
							end
						end
					end
					if gf then
						app.noDepth = true;
						AttachTooltipSearchResults(self, owner:GetName(), (function() return gf; end), owner:GetName(), 1);
						app.noDepth = nil;
						self:Show();
					end
				end

				-- Addons Menu?
				if numLines == 2 then
					local leftSide = _G[self:GetName() .. "TextLeft1"];
					if leftSide and leftSide:GetText() == "AllTheThings" then
						local reference = app:GetDataCache();
						self:ClearLines();
						self:AddDoubleLine(L["TITLE"], GetProgressColorText(reference.progress, reference.total), 1, 1, 1);
						self:AddDoubleLine(app.Settings:GetModeString(), app.GetNumberOfItemsUntilNextPercentage(reference.progress, reference.total), 1, 1, 1);
						self:AddLine(reference.description, 0.4, 0.8, 1, 1);
						self.AttachComplete = true;
						return true;
					end
				end
			end
		end
		if self.AttachComplete then
			-- print("AttachTooltip-Complete");
			self.UpdateTooltip = nil;
			-- self.AllTheThingsProcessing = nil;
		-- else
			-- print("AttachTooltip-Working");
			-- self.AllTheThingsProcessing = false;
		end
	end
	-- print("AttachTooltip-Return");
end
local function AttachBattlePetTooltip(self, data, quantity, detail)
	if not data or data.att or not data.speciesID then return end
	data.att = 1;

	-- GameTooltip_ShowCompareItem
	local searchResults = SearchForField("speciesID", data.speciesID);
	local owned = C_PetJournal.GetOwnedBattlePetString(data.speciesID);
	self.Owned:SetText(owned);
	if owned == nil then
		if self.Delimiter then
			-- if .Delimiter is present it requires special handling (FloatingBattlePetTooltip)
			self:SetSize(260,150 + h)
			self.Delimiter:ClearAllPoints()
			self.Delimiter:SetPoint("TOPLEFT",self.SpeedTexture,"BOTTOMLEFT",-6,-5)
		else
			self:SetSize(260,122)
		end
	else
		local h = self.Owned:GetHeight() or 0;
		if self.Delimiter then
			self:SetSize(260,150 + h)
			self.Delimiter:ClearAllPoints()
			self.Delimiter:SetPoint("TOPLEFT",self.SpeedTexture,"BOTTOMLEFT",-6,-(5 + h))
		else
			self:SetSize(260,122 + h)
		end
	end
	self:Show()
	return true;
end
local function ClearTooltip(self)
	-- print("Clear Tooltip");
	self.AllTheThingsProcessing = nil;
	self.AttachComplete = nil;
	self.MiscFieldsComplete = nil;
	self.UpdateTooltip = nil;
	-- return nil + 1;
end

-- Tooltip Hooks
(function()
	--[[
	for name,func in pairs(getmetatable(GameTooltip).__index) do
		print(name);
		if type(func) == "function" and name ~= "IsOwned" and name ~= "GetOwner" then
			(function(n,f) GameTooltip[n] = function(...)
					print("GameTooltip", n, ...);
					return f(...);
				end
			end)(name, func);
		end
	end
	]]--
	local GameTooltip_SetCurrencyByID = GameTooltip.SetCurrencyByID;
	GameTooltip.SetCurrencyByID = function(self, currencyID, count)
		-- print("set currency tooltip");
		-- Make sure to call to base functionality
		GameTooltip_SetCurrencyByID(self, currencyID, count);

		if (not InCombatLockdown() or app.Settings:GetTooltipSetting("DisplayInCombat")) and app.Settings:GetTooltipSetting("Enabled") then
			AttachTooltipSearchResults(self, "currencyID:" .. currencyID, SearchForField, "currencyID", currencyID);
			if app.Settings:GetTooltipSetting("currencyID") then self:AddDoubleLine(L["CURRENCY_ID"], tostring(currencyID)); end
			self:Show();
		end
	end
	local GameTooltip_SetCurrencyToken = GameTooltip.SetCurrencyToken;
	GameTooltip.SetCurrencyToken = function(self, tokenID)
		-- print("set currency token");
		-- this only runs once per tooltip show
		-- Make sure to call to base functionality
		GameTooltip_SetCurrencyToken(self, tokenID);

		if (not InCombatLockdown() or app.Settings:GetTooltipSetting("DisplayInCombat")) and app.Settings:GetTooltipSetting("Enabled") then
			-- Determine what kind of list data this is. (Blizzard is whack and using this API call for headers too...)
			local info = C_CurrencyInfo.GetCurrencyListInfo(tokenID);
			local name, isHeader = info.name, info.isHeader;
			-- print(tokenID, name, isHeader);
			if not isHeader then
				-- Determine which currencyID is the one that we're dealing with.
				local cache = SearchForFieldContainer("currencyID");
				if cache then
					-- We only care about currencies in the addon at the moment.
					for currencyID, _ in pairs(cache) do
						-- Compare the name of the currency vs the name of the token
						local currencyInfo = C_CurrencyInfo.GetCurrencyInfo(currencyID)
						if currencyInfo and currencyInfo.name == name then
							-- self.shownThing = { "currencyID", currencyID };
							-- make sure tooltip refreshes
							self.AllTheThingsProcessing = nil;
							AttachTooltipSearchResults(self, "currencyID:" .. currencyID, SearchForField, "currencyID", currencyID);
							if app.Settings:GetTooltipSetting("currencyID") then self:AddDoubleLine(L["CURRENCY_ID"], tostring(currencyID)); end
							self:Show();
							break;
						end
					end
				end
			end
		end
	end
	local GameTooltip_SetLFGDungeonReward = GameTooltip.SetLFGDungeonReward;
	GameTooltip.SetLFGDungeonReward = function(self, dungeonID, rewardID)
		-- Only call to the base functionality if it is unknown.
		GameTooltip_SetLFGDungeonReward(self, dungeonID, rewardID);
		if (not InCombatLockdown() or app.Settings:GetTooltipSetting("DisplayInCombat")) and app.Settings:GetTooltipSetting("Enabled") then
			local name, texturePath, quantity, isBonusReward, spec, itemID = GetLFGDungeonRewardInfo(dungeonID, rewardID);
			if itemID then
				if spec == "item" then
					AttachTooltipSearchResults(self, "itemID:" .. itemID, SearchForField, "itemID", itemID);
					self:Show();
				elseif spec == "currency" then
					AttachTooltipSearchResults(self, "currencyID:" .. itemID, SearchForField, "currencyID", itemID);
					self:Show();
				end
			end
		end
	end
	local GameTooltip_SetLFGDungeonShortageReward = GameTooltip.SetLFGDungeonShortageReward;
	GameTooltip.SetLFGDungeonShortageReward = function(self, dungeonID, shortageSeverity, lootIndex)
		-- Only call to the base functionality if it is unknown.
		GameTooltip_SetLFGDungeonShortageReward(self, dungeonID, shortageSeverity, lootIndex);
		if (not InCombatLockdown() or app.Settings:GetTooltipSetting("DisplayInCombat")) and app.Settings:GetTooltipSetting("Enabled") then
			local name, texturePath, quantity, isBonusReward, spec, itemID = GetLFGDungeonShortageRewardInfo(dungeonID, shortageSeverity, lootIndex);
			if itemID then
				if spec == "item" then
					AttachTooltipSearchResults(self, "itemID:" .. itemID, SearchForField, "itemID", itemID);
					self:Show();
				elseif spec == "currency" then
					AttachTooltipSearchResults(self, "currencyID:" .. itemID, SearchForField, "currencyID", itemID);
					self:Show();
				end
			end
		end
	end
	--[[
	local GameTooltip_SetToyByItemID = GameTooltip.SetToyByItemID;
	GameTooltip.SetToyByItemID = function(self, itemID)
		GameTooltip_SetToyByItemID(self, itemID);
		if (not InCombatLockdown() or app.Settings:GetTooltipSetting("DisplayInCombat")) and app.Settings:GetTooltipSetting("Enabled") then
			AttachTooltipSearchResults(self, "itemID:" .. itemID, SearchForField, "itemID", itemID);
			self:Show();
		end
	end
	]]--

	-- Paragon Hook
	local paragonCacheID = {
		-- Paragon Cache Rewards
		-- [QuestID] = [ItemCacheID"]	-- Faction // Quest Title
		[54454] = 166300,	-- 7th Legion // Supplies from the 7th Legion
		[48976] = 152922,	-- Argussian Reach // Paragon of the Argussian Reach
		[46777] = 152108,	-- Armies of Legionfall // The Bounties of Legionfall
		[48977] = 152923,	-- Army of the Light // Paragon of the Army of the Light
		[54453] = 166298,	-- Champions of Azeroth // Supplies from Magni
		[46745] = 152102,	-- Court of Farondis // Supplies from the Court
		[46747] = 152103,	-- Dreamweavers // Supplies from the Dreamweavers
		[46743] = 152104,	-- Highmountain Tribes // Supplies from Highmountain
		[54455] = 166299,	-- Honorbound // Supplies from the Honorbound
		[54456] = 166297,	-- Order of Embers // Supplies from the Order of Embers
		[54458] = 166295,	-- Proudmoore Admiralty // Supplies from the Proudmoore Admiralty
		[54457] = 166294,	-- Storm's Wake // Supplies from Storm's Wake
		[54460] = 166282,	-- Talanji's Expedition // Supplies from Talanji's Expedition
		[46748] = 152105,	-- The Nightfallen // Supplies from the Nightfallen
		[46749] = 152107,	-- The Wardens // Supplies from the Wardens
		[54451] = 166245,	-- Tortollan Seekers // Baubles from the Seekers
		[46746] = 152106,	-- Valarjar // Supplies from the Valarjar
		[54461] = 166290,	-- Voldunai // Supplies from the Voldunai
		[54462] = 166292,	-- Zandalari Empire // Supplies from the Zandalari Empire
		[55976] = 169939,	-- Waveblade Ankoan // Supplies From the Waveblade Ankoan
		[53982] = 169940,	-- Unshackled // Supplies From The Unshackled
		[55348] = 170061,	-- Rustbolt // Supplies from the Rustbolt Resistance
		[58096] = 174483,	-- Rajani // Supplies from the Rajani
		[58097] = 174484,	-- Uldum Accord // Supplies from the Uldum Accord
		[61095] = 180646,	-- Undying Army // Supplies from The Undying Army
		[61098] = 180649,	-- Wild Hunt // Supplies from The Wild Hunt
		[61100] = 180648,	-- Court of Harvesters // Supplies from the Court of Harvesters
		[61097] = 180647,	-- The Ascended // Supplies from The Ascended
	};
	hooksecurefunc("ReputationParagonFrame_SetupParagonTooltip",function(frame)
		-- Let's make sure the user isn't in combat and if they are do they have In Combat turned on.  Finally check to see if Tootltips are turned on.
		if app.Settings:GetTooltipSetting("Enabled") and (not InCombatLockdown() or app.Settings:GetTooltipSetting("DisplayInCombat")) then
			-- Source: //Interface//FrameXML//ReputationFrame.lua Line 360
			-- Using hooksecurefunc because of how Blizzard coded the frame.  Couldn't get GameTooltip to work like the above ones.
			-- //Interface//FrameXML//ReputationFrame.lua Segment code
			--[[
				function ReputationParagonFrame_SetupParagonTooltip(frame)
					EmbeddedItemTooltip.owner = frame;
					EmbeddedItemTooltip.factionID = frame.factionID;

					local factionName, _, standingID = GetFactionInfoByID(frame.factionID);
					local gender = UnitSex("player");
					local factionStandingtext = GetText("FACTION_STANDING_LABEL"..standingID, gender);
					local currentValue, threshold, rewardQuestID, hasRewardPending, tooLowLevelForParagon = C_Reputation.GetFactionParagonInfo(frame.factionID);

					if ( tooLowLevelForParagon ) then
						EmbeddedItemTooltip:SetText(PARAGON_REPUTATION_TOOLTIP_TEXT_LOW_LEVEL);
					else
						EmbeddedItemTooltip:SetText(factionStandingtext);
						local description = PARAGON_REPUTATION_TOOLTIP_TEXT:format(factionName);
						if ( hasRewardPending ) then
							local questIndex = GetQuestLogIndexByID(rewardQuestID);
							local text = GetQuestLogCompletionText(questIndex);
							if ( text and text ~= "" ) then
								description = text;
							end
						end
						EmbeddedItemTooltip:AddLine(description, HIGHLIGHT_FONT_COLOR.r, HIGHLIGHT_FONT_COLOR.g, HIGHLIGHT_FONT_COLOR.b, 1);
						if ( not hasRewardPending ) then
							local value = mod(currentValue, threshold);
							-- show overflow if reward is pending
							if ( hasRewardPending ) then
								value = value + threshold;
							end
							GameTooltip_ShowProgressBar(EmbeddedItemTooltip, 0, threshold, value, REPUTATION_PROGRESS_FORMAT:format(value, threshold));
						end
						GameTooltip_AddQuestRewardsToTooltip(EmbeddedItemTooltip, rewardQuestID);
					end
					EmbeddedItemTooltip:Show();
				end
			--]]
			local paragonQuestID = select(3, C_Reputation.GetFactionParagonInfo(frame.factionID));
			if paragonQuestID then
				local itemID = paragonCacheID[paragonQuestID];
				if itemID then
					local link = select(2, GetItemInfo(itemID));
					if link then
						-- Attach tooltip to the Paragon Frame
						GameTooltip:SetOwner(EmbeddedItemTooltip, "ANCHOR_NONE")
						GameTooltip:SetPoint("TOPLEFT", EmbeddedItemTooltip, "TOPRIGHT");
						GameTooltip:SetHyperlink(link);
					end
				end
			end
		end
	end);

	-- Hide Paragon Tooltip when cleared
	hooksecurefunc("ReputationParagonFrame_OnLeave",function(self)
		GameTooltip:Hide();
	end);
end)();

-- Achievement Lib
app.AchievementFilter = 4;
app.AchievementCharCompletedIndex = 13;
app.BaseAchievement = {
	__index = function(t, key)
		if key == "achievementID" then
			local achievementID = t.altAchID and app.FactionID == Enum.FlightPathFaction.Horde and t.altAchID or t.achID;
			if achievementID then
				rawset(t, "achievementID", achievementID);
				return achievementID;
			end
		elseif key == "text" then
			--local IDNumber, Name, Points, Completed, Month, Day, Year, Description, Flags, Image, RewardText, isGuildAch = GetAchievementInfo(t.achievementID);
			return GetAchievementLink(t.achievementID) or select(2, GetAchievementInfo(t.achievementID)) or ("Achievement #" .. t.achievementID);
		elseif key == "key" then
			return "achievementID";
		elseif key == "link" then
			return GetAchievementLink(t.achievementID);
		elseif key == "icon" then
			return select(10, GetAchievementInfo(t.achievementID));
		elseif key == "collectible" then
			return app.CollectibleAchievements;
		elseif key == "collected" then
			if app.Settings:Get("AccountWide:Achievements") then
				local ach = GetDataSubMember("CollectedAchievements", t.achievementID);
				return ach == 1
			else
				return select(app.AchievementCharCompletedIndex, GetAchievementInfo(t.achievementID))
			end
		elseif key == "statistic" then
			if GetAchievementNumCriteria(t.achievementID) == 1 then
				local quantity, reqQuantity = select(4, GetAchievementCriteriaInfo(t.achievementID, 1));
				if quantity and reqQuantity and reqQuantity > 1 then
					return tostring(quantity) .. " / " .. tostring(reqQuantity);
				end
			end
			local statistic = GetStatistic(t.achievementID);
			if statistic and statistic ~= '0' then
				return statistic;
			end
		elseif key == "sortProgress" then
			if t.collected then
				return 1;
			end
			-- only calculate achievement progress using achievements where the single criteria is the 'progress bar'
			if GetAchievementNumCriteria(t.achievementID) == 1 then
				local quantity, reqQuantity = select(4, GetAchievementCriteriaInfo(t.achievementID, 1));
				if quantity and reqQuantity and reqQuantity > 1 then
					-- print("ach-prog",t.achievementID,quantity,reqQuantity);
					return (quantity / reqQuantity);
				end
			end
			return 0;
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateAchievement = function(id, t)
	return setmetatable(constructor(id, t, "achID"), app.BaseAchievement);
end

-- Achievement Criteria Lib
app.BaseAchievementCriteria = {
	__index = function(t, key)
		if key == "achievementID" then
			local achievementID = t.altAchID and app.FactionID == Enum.FlightPathFaction.Horde and t.altAchID or t.achID or (t.parent and (t.parent.achievementID or (t.parent.parent and t.parent.parent.achievementID)));
			if achievementID then
				rawset(t, "achievementID", achievementID);
				return achievementID;
			end
		elseif key == "key" then
			return "criteriaID";
		elseif key == "text" then
			return app.TryColorizeName(t, t.name);
		elseif key == "name" then
			if t.itemID then
				local _, link, _, _, _, _, _, _, _, icon = GetItemInfo(t.itemID);
				if link then
					t.text = link;
					t.link = link;
					t.icon = icon;
					return link;
				end
			end
			if t.encounterID then
				return select(1, EJ_GetEncounterInfo(t.encounterID)) or "";
			end
			local m = GetAchievementNumCriteria(t.achievementID);
			if m and t.criteriaID <= m then
				return GetAchievementCriteriaInfo(t.achievementID,t.criteriaID, true);
			end
			return "You might need to be on the other faction to view this.";
		elseif key == "description" then
			if t.encounterID then
				return select(2, EJ_GetEncounterInfo(t.encounterID)) or "";
			end
		elseif key == "link" then
			if t.itemID then
				local _, link, _, _, _, _, _, _, _, icon = GetItemInfo(t.itemID);
				if link then
					t.text = link;
					t.link = link;
					t.icon = icon;
					return link;
				end
			end
		elseif key == "displayID" then
			if t.encounterID then
				-- local id, name, description, displayInfo, iconImage = EJ_GetCreatureInfo(1, t.encounterID);
				return select(4, EJ_GetCreatureInfo(t.index, t.encounterID));
			end
		elseif key == "displayInfo" then
			if t.encounterID then
				local displayInfos, displayInfo = {};
				for i=1,MAX_CREATURES_PER_ENCOUNTER do
					displayInfo = select(4, EJ_GetCreatureInfo(i, t.encounterID));
					if displayInfo then
						tinsert(displayInfos, displayInfo);
					else
						break;
					end
				end
				return displayInfos;
			end
		elseif key == "icon" then
			return select(10, GetAchievementInfo(t.achievementID));
		elseif key == "trackable" then
			return true;
		elseif key == "collectible" then
			return app.CollectibleAchievements;
		elseif key == "saved" or key == "collected" then
			if t.criteriaID then
				local achCollected = 0
				if app.Settings:Get("AccountWide:Achievements") then
					achCollected = GetDataSubMember("CollectedAchievements", t.achievementID);
				else
					achCollected = select(app.AchievementCharCompletedIndex, GetAchievementInfo(t.achievementID))
				end

				if achCollected then
					return true
				else
					local m = GetAchievementNumCriteria(t.achievementID);
					if m and t.criteriaID <= m then
						return select(3, GetAchievementCriteriaInfo(t.achievementID, t.criteriaID, true));
					end
				end
			end
		elseif key == "index" then
			return 1;
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateAchievementCriteria = function(id, t)
	return setmetatable(constructor(id, t, "criteriaID"), app.BaseAchievementCriteria);
end

-- Artifact Lib
(function()
local artifactItemIDs = {
	[841] = 133755, -- Underlight Angler [Base Skin]
	[988] = 133755, -- Underlight Angler [Fisherfriend of the Isles]
	[989] = 133755, -- Underlight Angler [Fisherfriend of the Isles]
};
app.BaseArtifact = {
	__index = function(t, key)
		if key == "key" then
			return "artifactID";
		elseif key == "f" then
			return 11;
		elseif key == "collectible" then
			return app.CollectibleTransmog;
		elseif key == "collected" then
			_cache = t.s;
			if _cache and GetDataSubMember("CollectedSources", _cache) then return 1; end
			if GetDataSubMember("CollectedArtifacts", t.artifactID) then return 1; end
			if not GetRelativeField(t, "nmc", true) and select(5, C_ArtifactUI_GetAppearanceInfoByID(t.artifactID)) then
				SetDataSubMember("CollectedArtifacts", t.artifactID, 1);
				return 1;
			end
		elseif key == "text" then
			return t.parent and t.parent.itemID and t.variantText or t.appearanceText;
		elseif key == "title" then
			return t.parent and t.parent.itemID and t.appearanceText or t.variantText;
		elseif key == "variantText" then
			return Colorize("Variant " .. t.info[4], RGBToHex(t.info[9] * 255, t.info[10] * 255, t.info[11] * 255));
		elseif key == "appearanceText" then
			return "|cffe6cc80" .. (t.info[3] or "???") .. "|r";
		elseif key == "description" then
			return t.info[6] or "Awarded for completing the introductory quest for this Artifact.";
		elseif key == "atlas" then
			return "Forge-ColorSwatchBorder";
		elseif key == "atlas-background" then
			return "Forge-ColorSwatchBackground";
		elseif key == "atlas-border" then
			return "Forge-ColorSwatch";
		elseif key == "atlas-color" then
			return { t.info[9], t.info[10], t.info[11], 1.0 };
		elseif key == "model" then
			return t.parent and GetRelativeValue(t.parent, key);
		elseif key == "modelScale" then
			return t.parent and GetRelativeValue(t.parent, key) or 0.95;
		elseif key == "modelRotation" then
			return t.parent and GetRelativeValue(t.parent, key) or 45;
		elseif key == "info" then
			--[[
			local setID, appearanceID, appearanceName, displayIndex, appearanceUnlocked, unlockConditionText,
				uiCameraID, altHandUICameraID, swatchR, swatchG, swatchB,
				modelAlpha, modelDesaturation, suppressGlobalAnim = C_ArtifactUI_GetAppearanceInfoByID(t.artifactID);
			]]--
			local info = { C_ArtifactUI_GetAppearanceInfoByID(t.artifactID) };
			rawset(t, "info", info);
			return info;
		elseif key == "silentLink" then
			local itemID = t.silentItemID;
			if itemID then return select(2, GetItemInfo(string.format("item:%d::::::::::256:::%d", itemID, t.artifactID))); end
		elseif key == "silentItemID" then
			local itemID = artifactItemIDs[t.artifactID];
			if itemID then
				return itemID;
			elseif t.parent and t.parent.npcID and (t.parent.npcID <= -5200 and t.parent.npcID >= -5205) then
				return GetRelativeValue(t.parent, "itemID");
			end
		elseif key == "s" then
			local s = t.silentLink;
			if s then
				s = app.GetSourceID(s, t.silentItemID);
				if s and s > 0 then
					rawset(t, "s", s);
					if C_TransmogCollection_PlayerHasTransmogItemModifiedAppearance(s) then
						SetDataSubMember("CollectedSources", s, 1);
					end
					return s;
				end
			end
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
end)();
app.CreateArtifact = function(id, t)
	return setmetatable(constructor(id, t, "artifactID"), app.BaseArtifact);
end

-- Azerite Essence Lib
app.BaseAzeriteEssence = {
	__index = function(t, key)
		if key == "key" then
			return "azeriteEssenceID";
		elseif key == "collectible" then
			return app.CollectibleAzeriteEssences;
		elseif key == "collected" then
			if (GetTempDataSubMember("AzeriteEssenceRanks", t.azeriteEssenceID) or 0) >= t.rank then
				return 1;
			end

			local accountRank = GetDataSubMember("AzeriteEssenceRanks", t.azeriteEssenceID) or 0;
			local info = t.info;
			if info and info.unlocked then
				if t.rank and info.rank then
					if info.rank >= t.rank then
						SetTempDataSubMember("AzeriteEssenceRanks", t.azeriteEssenceID, info.rank);
						if info.rank > accountRank then SetDataSubMember("AzeriteEssenceRanks", t.azeriteEssenceID, info.rank); end
						return 1;
					end
				else
					return 1;
				end
			end

			if app.AccountWideAzeriteEssences and accountRank >= t.rank then
				return 2;
			end
		elseif key == "text" then
			return t.link;
		elseif key == "lvl" then
			return 50;
		elseif key == "icon" then
			local info = t.info;
			if info then return info.icon; end
			return "Interface/ICONS/INV_Glowing Azerite Spire";
		elseif key == "name" then
			local info = t.info;
			if info then return info.name; end
		elseif key == "link" then
			return C_AzeriteEssence.GetEssenceHyperlink(t.azeriteEssenceID, t.rank or 0);
		elseif key == "rank" then
			local info = t.info;
			if info then return info.rank; end
		elseif key == "info" then
			return C_AzeriteEssence.GetEssenceInfo(t.azeriteEssenceID);
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateAzeriteEssence = function(id, t)
	return setmetatable(constructor(id, t, "azeriteEssenceID"), app.BaseAzeriteEssence);
end

-- Category Lib
app.BaseCategory = {
	__index = function(t, key)
		if key == "key" then
			return "categoryID";
		elseif key == "text" then
			local info = app.GetDataSubMember("Categories", t.categoryID);
			if info then
				return app.TryColorizeName(t, info);
			end
			return "Open your Professions to Cache";
		elseif key == "icon" then
			return "Interface/ICONS/INV_Garrison_Blueprints1";
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateCategory = function(id, t)
	return setmetatable(constructor(id, t, "categoryID"), app.BaseCategory);
end

-- Character Class Lib
(function()
local class_id_cache = {};
for i=1,GetNumClasses() do
	class_id_cache[select(2, GetClassInfo(i))] = i;
end
local classIcons = {
	[1] = "Interface\\Icons\\ClassIcon_Warrior",
	[2] = "Interface\\Icons\\ClassIcon_Paladin",
	[3] = "Interface\\Icons\\ClassIcon_Hunter",
	[4] = "Interface\\Icons\\ClassIcon_Rogue",
	[5] = "Interface\\Icons\\ClassIcon_Priest",
	[6] = "Interface\\Icons\\ClassIcon_DeathKnight",
	[7] = "Interface\\Icons\\ClassIcon_Shaman",
	[8] = "Interface\\Icons\\ClassIcon_Mage",
	[9] = "Interface\\Icons\\ClassIcon_Warlock",
	[10] = "Interface\\Icons\\ClassIcon_Monk",
	[11] = "Interface\\Icons\\ClassIcon_Druid",
	[12] = "Interface\\Icons\\ClassIcon_DemonHunter",
};
app.BaseCharacterClass = {
	__index = function(t, key)
		if key == "key" then
			return "classID";
		elseif key == "text" then
			local text = GetClassInfo(t.classID);
			if t.mapID then
				text = app.GetMapName(t.mapID) .. " (" .. text .. ")";
			elseif t.maps then
				text = app.GetMapName(t.maps[1]) .. " (" .. text .. ")";
			end
			text = "|c" .. t.classColors.colorStr .. text .. "|r";
			rawset(t, "text", text);
			return text;
		elseif key == "icon" then
			return classIcons[t.classID];
		elseif key == "c" then
			local c = { t.classID };
			rawset(t, "c", c);
			return c;
		elseif key == "classColors" then
			return RAID_CLASS_COLORS[select(2, GetClassInfo(t.classID))];
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateCharacterClass = function(id, t)
	return setmetatable(constructor(id, t, "classID"), app.BaseCharacterClass);
end
app.BaseUnit = {
	__index = function(t, key)
		if key == "key" then
			return "unit";
		elseif key == "text" then
			if t.isGUID then return nil; end
			local name, realm = UnitName(t.unit);
			if name then
				if realm and realm ~= "" then name = name .. "-" .. realm; end
				local classID = select(3, UnitClass(t.unit));
				if classID then
					name = "|c" .. RAID_CLASS_COLORS[select(2, GetClassInfo(classID))].colorStr .. name .. "|r";
				end
				rawset(t, "text", name);
				return name;
			end
			return t.unit;
		elseif key == "icon" then
			if t.classID then return classIcons[t.classID]; end
		elseif key == "isGUID" then
			local a = strsplit("-", t.unit);
			if a == "Player" then
				local className, classID, raceName, raceId, gender, name, realm = GetPlayerInfoByGUID(t.unit);
				if name then
					if realm and realm ~= "" then name = name .. "-" .. realm; end
					if classID then
						name = "|c" .. RAID_CLASS_COLORS[classID].colorStr .. name .. "|r";
						t.classID = class_id_cache[classID];
					end
					rawset(t, "text", name);
				end
				rawset(t, "isGUID", true);
				return true;
			else
				rawset(t, "isGUID", false);
			end
		elseif key == "collectible" then
			if t.unit == "player" and app.Settings:Get("DebugMode") then return true; end
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateUnit = function(unit, t)
	return setmetatable(constructor(unit, t, "unit"), app.BaseUnit);
end
end)();

-- Currency Lib
app.BaseCurrencyClass = {
	__index = function(t, key)
		if key == "key" then
			return "currencyID";
		elseif key == "text" then
			local text = C_CurrencyInfo.GetCurrencyLink(t.currencyID, 1);
			if text then rawset(t, "text", text); end
			if not text then text = C_CurrencyInfo.GetCurrencyInfo(t.currencyID) and C_CurrencyInfo.GetCurrencyInfo(t.currencyID).name; end
			if text then rawset(t, "text", text); end
			if not text then rawset(t, "text", "Currency #" .. tostring(t.currencyID)) end
			return rawget(t, "text");
		elseif key == "icon" then
			rawset(t, "icon", C_CurrencyInfo.GetCurrencyInfo(t.currencyID) and C_CurrencyInfo.GetCurrencyInfo(t.currencyID).iconFileID);
			return rawget(t, "icon");
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateCurrencyClass = function(id, t)
	return setmetatable(constructor(id, t, "currencyID"), app.BaseCurrencyClass);
end

-- Difficulty Lib
app.DifficultyColors = {
	[2] = "ff0070dd",
	[5] = "ff0070dd",
	[6] = "ff0070dd",
	[7] = "ff9d9d9d",
	[15] = "ff0070dd",
	[16] = "ffa335ee",
	[17] = "ff9d9d9d",
	[23] = "ffa335ee",
	[24] = "ffe6cc80",
	[33] = "ffe6cc80",
};
app.DifficultyIcons = {
	[-1] = "Interface\\Addons\\AllTheThings\\assets\\LFR",
	[-2] = "Interface\\Addons\\AllTheThings\\assets\\Normal",
	[-3] = "Interface\\Addons\\AllTheThings\\assets\\Heroic",
	[-4] = "Interface\\Addons\\AllTheThings\\assets\\Mythic",
	[1] = "Interface\\Addons\\AllTheThings\\assets\\Normal",
	[2] = "Interface\\Addons\\AllTheThings\\assets\\Heroic",
	[3] = "Interface\\Addons\\AllTheThings\\assets\\Normal",
	[4] = "Interface\\Addons\\AllTheThings\\assets\\Normal",
	[5] = "Interface\\Addons\\AllTheThings\\assets\\Heroic",
	[6] = "Interface\\Addons\\AllTheThings\\assets\\Heroic",
	[7] = "Interface\\Addons\\AllTheThings\\assets\\LFR",
	[9] = "Interface\\Addons\\AllTheThings\\assets\\Mythic",
	[11] = "Interface\\Addons\\AllTheThings\\assets\\Normal",
	[12] = "Interface\\Addons\\AllTheThings\\assets\\Heroic",
	[14] = "Interface\\Addons\\AllTheThings\\assets\\Normal",
	[15] = "Interface\\Addons\\AllTheThings\\assets\\Heroic",
	[16] = "Interface\\Addons\\AllTheThings\\assets\\Mythic",
	[17] = "Interface\\Addons\\AllTheThings\\assets\\LFR",
	[18] = "Interface\\Icons\\inv_misc_celebrationcake_01",
	[23] = "Interface\\Addons\\AllTheThings\\assets\\Mythic",
	[24] = "Interface\\Addons\\AllTheThings\\assets\\Timewalking",
	[33] = "Interface\\Addons\\AllTheThings\\assets\\Timewalking",
};
app.BaseDifficulty = {
	__index = function(t, key)
		if key == "key" then
			return "difficultyID";
		elseif key == "text" then
			return L["CUSTOM_DIFFICULTIES"][t.difficultyID] or GetDifficultyInfo(t.difficultyID) or "Unknown Difficulty";
		elseif key == "icon" then
			return app.DifficultyIcons[t.difficultyID];
		elseif key == "saved" then
			return t.locks;
		elseif key == "locks" and t.parent then
			local locks = t.parent.locks;
			if locks then
				if t.parent.isLockoutShared and not (t.difficultyID == 7 or t.difficultyID == 17) then
					rawset(t, key, locks.shared);
					return locks.shared;
				else
					-- Look for this difficulty's lockout.
					for difficultyKey, lock in pairs(locks) do
						if difficultyKey == "shared" then
							-- ignore this one
						elseif difficultyKey == t.difficultyID then
							rawset(t, key, lock);
							return lock;
						end
					end
				end
			end
		elseif key == "u" then
			if t.difficultyID == 24 or t.difficultyID == 33 then
				return 42;
			end
		elseif key == "description" then
			if t.difficultyID == 24 or t.difficultyID == 33 then
				return "Timewalking difficulties needlessly create new Source IDs for items despite having the exact same name, appearance, and display in the Collections Tab.\n\nA plea to the Blizzard Devs: Please clean up the Source ID database and have your Timewalking / Titanforged item variants use the same Source ID as their base assuming the appearances and names are exactly the same. Not only will this make your database much cleaner, but it will also make Completionists excited for rather than dreading the introduction of more Timewalking content.\n\n - Crieve, the Very Bitter Account Completionist that had 99% Ulduar completion and now only has 64% because your team duplicated the Source IDs rather than reuse the existing one.";
			end
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateDifficulty = function(id, t)
	return setmetatable(constructor(id, t, "difficultyID"), app.BaseDifficulty);
end

-- Encounter Lib
app.BaseEncounter = {
	__index = function(t, key)
		if key == "key" then
			return "encounterID";
		elseif key == "text" then
			if t["isRaid"] then return "|cffff8000" .. t.name .. "|r"; end
			return t.name;
		elseif key == "name" then
			return select(1, EJ_GetEncounterInfo(t.encounterID)) or "";
		elseif key == "description" then
			return select(2, EJ_GetEncounterInfo(t.encounterID)) or "";
		elseif key == "link" then
			return select(5, EJ_GetEncounterInfo(t.encounterID)) or "";
		elseif key == "displayID" then
			-- local id, name, description, displayInfo, iconImage = EJ_GetCreatureInfo(1, t.encounterID);
			return select(4, EJ_GetCreatureInfo(t.index, t.encounterID));
		elseif key == "displayInfo" then
			local displayInfos, displayInfo = {};
			for i=1,MAX_CREATURES_PER_ENCOUNTER do
				displayInfo = select(4, EJ_GetCreatureInfo(i, t.encounterID));
				if displayInfo then
					tinsert(displayInfos, displayInfo);
				else
					break;
				end
			end
			return displayInfos;
		elseif key == "icon" then
			return "Interface\\Icons\\INV_Misc_Head_Human_01";
		elseif key == "trackable" then
			return t.questID;
		elseif key == "saved" then
			-- only consider encounters saved if saved for the current character
			return IsQuestFlaggedCompletedForObject(t) == 1;
		elseif key == "index" then
			return 1;
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateEncounter = function(id, t)
	return setmetatable(constructor(id, t, "encounterID"), app.BaseEncounter);
end

-- Faction Lib
(function()
app.FACTION_RACES = {
	[1] = {
		1,	-- Human
		3,	-- Dwarf
		4,	-- Night Elf
		7,	-- Gnome
		11,	-- Draenei
		22,	-- Worgen
		25,	-- Pandaren [Alliance]
		29,	-- Void Elf
		30,	-- Lightforged
		32,	-- Kul Tiran
		34,	-- Dark Iron
		37,	-- Mechagnome
	},
	[2] = {
		2,	-- Orc
		5,	-- Undead
		6,	-- Tauren
		8,	-- Troll
		9,	-- Goblin
		10,	-- Blood Elf
		26,	-- Pandaren [Horde]
		27,	-- Nightborne
		28,	-- Highmountain
		31,	-- Zandalari
		35,	-- Vulpera
		36,	-- Mag'har
	}
};
local HATED, HOSTILE, UNFRIENDLY, NEUTRAL, FRIENDLY, HONORED, REVERED, EXALTED = -42000, -6000, -3000, 0, 3000, 9000, 21000, 42000;
app.BaseFaction = {
	-- name, description, standingID, barMin, barMax, barValue, atWarWith, canToggleAtWar, isHeader, isCollapsed, hasRep, isWatched, isChild, factionID, hasBonusRepGain, canBeLFGBonus = GetFactionInfo(factionIndex)
	-- friendID, friendRep, friendMaxRep, friendName, friendText, friendTexture, friendTextLevel, friendThreshold, nextFriendThreshold = GetFriendshipReputation(factionID)
	__index = function(t, key)
		if key == "achievementID" then
			local achievementID = t.altAchID and app.FactionID == Enum.FlightPathFaction.Horde and t.altAchID or t.achID;
			if achievementID then
				rawset(t, "achievementID", achievementID);
				return achievementID;
			end
		elseif key == "key" then
			return "factionID";
		elseif key == "filterID" then
			return 112;
		elseif key == "trackable" or key == "collectible" then
			return app.CollectibleReputations;
		elseif key == "saved" or key == "collected" then
			-- this character is exalted
			if GetTempDataSubMember("CollectedFactions", t.factionID) then return 1; end
			-- another character exalted with account-wide
			if app.AccountWideReputations and GetDataSubMember("CollectedFactions", t.factionID) then return 2; end
			if t.isFriend and not select(9, GetFriendshipReputation(t.factionID)) or t.standing == 8 then
				SetTempDataSubMember("CollectedFactions", t.factionID, 1);
				SetDataSubMember("CollectedFactions", t.factionID, 1);
				return 1;
			end
			if t.altAchievements then
				for i,achID in ipairs(t.altAchievements) do
					if select(4, GetAchievementInfo(achID)) then
						return 2;
					end
				end
			end
			if t.achievementID then
				return select(4, GetAchievementInfo(t.achievementID));
			end
		elseif key == "text" then
			local rgb = FACTION_BAR_COLORS[t.standing + (t.isFriend and 2 or 0)];
			return Colorize(select(1, GetFactionInfoByID(t.factionID)) or (t.creatureID and NPCNameFromID[t.creatureID]) or ("Faction #" .. t.factionID), RGBToHex(rgb.r * 255, rgb.g * 255, rgb.b * 255));
		elseif key == "title" then
			return t.isFriend and select(7, GetFriendshipReputation(t.factionID)) or _G["FACTION_STANDING_LABEL" .. t.standing];
		elseif key == "description" then
			return select(2, GetFactionInfoByID(t.factionID)) or "Not all reputations can be viewed on a single character. IE: Warsong Outriders cannot be viewed by an Alliance Player and Silverwing Sentinels cannot be viewed by a Horde Player.";
		elseif key == "link" then
			return t.achievementID and GetAchievementLink(t.achievementID);
		elseif key == "icon" then
			return t.achievementID and select(10, GetAchievementInfo(t.achievementID))
				or L["FACTION_ID_ICONS"][t.factionID]
				or t.isFriend and select(6, GetFriendshipReputation(t.factionID))
				or "Interface\\Addons\\AllTheThings\\assets\\factions";
		elseif key == "isFriend" then
			if select(1, GetFriendshipReputation(t.factionID)) then
				rawset(t, "isFriend", true);
				return true;
			else
				rawset(t, "isFriend", false);
				return false;
			end
		elseif key == "standing" then
			return select(3, GetFactionInfoByID(t.factionID)) or 4;
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateFaction = function(id, t)
	return setmetatable(constructor(id, t, "factionID"), app.BaseFaction);
end
app.GetFactionStanding = function(reputationPoints)
	-- total earned rep from GetFactionInfoByID is a value AWAY FROM ZERO, not a value within the standing bracket
	-- This math is awful. There's got to be a more sensible way of doing this. [Pr3vention]
	if not reputationPoints then return 0, 0
	elseif reputationPoints < HOSTILE then return 1, HATED - reputationPoints
	elseif reputationPoints < UNFRIENDLY then return 2, HOSTILE - reputationPoints
	elseif reputationPoints < NEUTRAL then return 3, UNFRIENDLY - reputationPoints
	elseif reputationPoints < FRIENDLY then return 4, reputationPoints - NEUTRAL
	elseif reputationPoints < HONORED then return 5, reputationPoints - FRIENDLY
	elseif reputationPoints < REVERED then return 6, reputationPoints - HONORED
	elseif reputationPoints < EXALTED then return 7, reputationPoints - REVERED
	elseif reputationPoints >= EXALTED then return 8, 0
	else return 0
	end
end
app.GetFactionStandingText = function(standingId, colorCode)
	local text = getglobal("FACTION_STANDING_LABEL"..standingId)
	if text then
		if standingId == 1 and colorCode then return "|c00CC2222" .. text .. "|r"
		elseif standingId == 2 and colorCode then return "|c00FF0000" .. text .. "|r"
		elseif standingId == 3 and colorCode then return "|c00EE6622" .. text .. "|r"
		elseif standingId == 4 and colorCode then return "|c00FFFF00" .. text .. "|r"
		elseif standingId == 5 and colorCode then return "|c0000FF00" .. text .. "|r"
		elseif standingId == 6 and colorCode then return "|c0000FF88" .. text .. "|r"
		elseif standingId == 7 and colorCode then return "|c0000FFCC" .. text .. "|r"
		elseif standingId == 8 and colorCode then return "|c0000FFFF" .. text .. "|r"
		end
	end
	return "|cCC222200UNKNOWN|r"
end
end)();

-- Flight Path Lib
(function()
	local arrOfNodes = {
		1,		-- Durotar (All of Kalimdor)
		36,		-- Burning Steppes (All of Eastern Kingdoms)
		94,     -- Eversong Woods (and Ghostlands + Isle of Quel'Danas)
		97,     -- Azuremyst Isle (and Bloodmyst)
		100,	-- Hellfire Peninsula (All of Outland)
		118,	-- Icecrown (All of Northrend)
		422,	-- Dread Wastes (All of Pandaria)
		525,	-- Frostfire Ridge (All of Draenor)
		630,	-- Azsuna (All of Broken Isles)
		882,	-- Mac'Aree (All of Argus)
		862,	-- Zuldazar (All of Zuldazar)
		896,	-- Drustvar (All of Kul Tiras)
	};
	app.CacheFlightPathData = function()
		for i,mapID in ipairs(arrOfNodes) do
			local allNodeData = C_TaxiMap.GetTaxiNodesForMap(mapID);
			if allNodeData then
				for j,nodeData in ipairs(allNodeData) do
					if nodeData.name then
						local node = app.FlightPathDB[nodeData.nodeID];
						if node then
							node.name = nodeData.name;
						else
							node = {};
							node.name = nodeData.name .. " *NEW*";
							node.faction = nodeData.faction;
							app.FlightPathDB[nodeData.nodeID] = node;
						end
					end
				end
			end
		end
	end
	app.CacheFlightPathDataForCurrentNode = function()
		local allNodeData = C_TaxiMap.GetAllTaxiNodes(app.GetCurrentMapID());
		if allNodeData then
			local knownNodeIDs = {};
			for j,nodeData in ipairs(allNodeData) do
				if nodeData.state and nodeData.state < 2 then
					table.insert(knownNodeIDs, nodeData.nodeID);
				end
				if nodeData.name then
					local node = app.FlightPathDB[nodeData.nodeID];
					if not node then
						node = {};
						node.name = nodeData.name .. " *NEW*";
						node.faction = nodeData.faction;
						app.FlightPathDB[nodeData.nodeID] = node;
					end
				end
			end
			if app.AccountWideFlightPaths then
				for i,nodeID in ipairs(knownNodeIDs) do
					SetTempDataSubMember("CollectedFlightPaths", nodeID, 1);
					if not GetDataSubMember("CollectedFlightPaths", nodeID) then
						SetDataSubMember("CollectedFlightPaths", nodeID, 1);
						UpdateSearchResults(SearchForField("flightPathID", nodeID));
					end
				end
			else
				for i,nodeID in ipairs(knownNodeIDs) do
					SetDataSubMember("CollectedFlightPaths", nodeID, 1);
					if not GetTempDataSubMember("CollectedFlightPaths", nodeID) then
						SetTempDataSubMember("CollectedFlightPaths", nodeID, 1);
						UpdateSearchResults(SearchForField("flightPathID", nodeID));
					end
				end
			end
		end
	end
	app.events.TAXIMAP_OPENED = app.CacheFlightPathDataForCurrentNode;
	app.BaseFlightPath = {
		__index = function(t, key)
			if key == "key" then
				return "flightPathID";
			elseif key == "collectible" then
				return app.CollectibleFlightPaths;
			elseif key == "collected" then
				if app.AccountWideFlightPaths then
					if GetDataSubMember("CollectedFlightPaths", t.flightPathID) then
						return 1;
					end
				else
					if GetTempDataSubMember("CollectedFlightPaths", t.flightPathID) then
						return 1;
					end
				end
				if t.altQuests then
					for i,questID in ipairs(t.altQuests) do
						if IsQuestFlaggedCompleted(questID) then
							return 1;
						end
					end
				end
			elseif key == "text" then
				return app.TryColorizeName(t, t.info.name or "Visit the Flight Master to cache.");
			elseif key == "u" then
				return t.info.u;
			elseif key == "coord" then
				return t.info.coord;
			elseif key == "crs" then
				local qg = t.info.qg;
				if qg then return { qg }; end
			elseif key == "mapID" then
				return t.info.mapID;
			elseif key == "r" then
				return t.info.faction;
			elseif key == "nmc" then
				local c = t.info.c;
				if c and not containsValue(c, app.ClassIndex) then
					rawset(t, "nmc", true); -- "Not My Class"
					return true;
				end
				rawset(t, "nmc", false); -- "My Class"
				return false;
			elseif key == "nmr" then
				local faction = t.info.faction;
				if faction and faction > 0 then
					return faction ~= app.FactionID;
				end
			elseif key == "info" then
				local info = app.FlightPathDB[t.flightPathID];
				if info then
					rawset(t, key, info);
					if info.mapID then CacheField(t, "mapID", info.mapID); end
					if info.qg then CacheField(t, "creatureID", info.qg); end
					return info;
				end
				return {};
			elseif key == "description" then
				local description = t.info.description;
				if description then
					description = description .."\n\n";
				else
					description = "";
				end
				return description .. "Flight paths are cached when you talk to the flight master on each continent.\n  - Crieve";
			elseif key == "icon" then
				local faction = t.info.faction;
				if faction and faction > 0 then
					if faction == Enum.FlightPathFaction.Horde then
						return "Interface\\Addons\\AllTheThings\\assets\\fp_horde";
					else
						return "Interface\\Addons\\AllTheThings\\assets\\fp_alliance";
					end
				end
				return "Interface\\Addons\\AllTheThings\\assets\\fp_neutral";
			else
				-- Something that isn't dynamic.
				return rawget(t.info, key);
			end
		end
	};
	app.CreateFlightPath = function(id, t)
		return setmetatable(constructor(id, t, "flightPathID"), app.BaseFlightPath);
	end
end)();

-- Filter Lib
app.BaseFilter = {
	__index = function(t, key)
		if key == "key" then
			return "filterID";
		elseif key == "text" then
			return L["FILTER_ID_TYPES"][t.filterID];
		elseif key == "icon" then
			return L["FILTER_ID_ICONS"][t.filterID];
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateFilter = function(id, t)
	return setmetatable(constructor(id, t, "filterID"), app.BaseFilter);
end

-- Follower Lib
app.BaseFollower = {
	__index = function(t, key)
		if key == "key" then
			return "followerID";
		elseif key == "collectible" then
			return app.CollectibleFollowers;
		elseif key == "collected" then
			if app.AccountWideFollowers then
				if GetDataSubMember("CollectedFollowers", t.followerID) then return 1; end
			else
				if GetTempDataSubMember("CollectedFollowers", t.followerID) then return 1; end
			end
			if C_Garrison.IsFollowerCollected(t.followerID) then
				SetTempDataSubMember("CollectedFollowers", t.followerID, 1);
				SetDataSubMember("CollectedFollowers", t.followerID, 1);
				return 1;
			end
		elseif key == "text" then
			local info = t.info;
			return info and info.name;
		elseif key == "link" then
			if GetTempDataSubMember("CollectedFollowers", t.followerID) then
				return C_Garrison.GetFollowerLink(t.followerID);
			else
				return C_Garrison.GetFollowerLinkByID(t.followerID);
			end
		elseif key == "description" then
			return "Followers can be collected Account Wide. Unlocking them on one toon will count as collected across all your characters in ATT. \n\nYou must manually refresh the addon by Shift+Left clicking the header for this to be detected.";
		elseif key == "info" then
			-- https://wow.gamepedia.com/API_C_Garrison.GetFollowerInfo
			return C_Garrison.GetFollowerInfo(t.followerID);
		elseif key == "icon" then
			local info = t.info;
			return info and info.portraitIconID;
		elseif key == "lvl" then
			local info = t.info;
			return info and info.level or 35;
		elseif key == "title" then
			local info = t.info;
			return info and info.className;
		elseif key == "displayID" then
			local info = t.info;
			return info and info.displayIDs and #info.displayIDs > 0 and info.displayIDs[1].id;
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateFollower = function(id, t)
	return setmetatable(constructor(id, t, "followerID"), app.BaseFollower);
end

-- /dump C_Garrison.GetBuildingInfo(1)
-- Garrison Building Lib
-- id, name, texPrefix, icon, description, rank, currencyID, currencyQty, goldQty, buildTime, needsPlan, isPrebuilt, possSpecs, upgrades, canUpgrade, isMaxLevel, hasFollowerSlot = C_Garrison.GetBuildingInfo(BuildingID)
-- https://wow.gamepedia.com/API_C_Garrison.GetBuildingInfo
app.BaseGarrisonBuilding = {
	__index = function(t, key)
		if key == "key" then
			return "buildingID";
		elseif key == "filterID" then
			if t.itemID then return 200; end
		elseif key == "text" then
			return t.link or select(2, C_Garrison.GetBuildingInfo(t.buildingID));
		elseif key == "icon" then
			if t.itemID then
				local _, link, _, _, _, _, _, _, _, icon = GetItemInfo(t.itemID);
				if link then
					t.link = link;
					t.icon = icon;
					return link;
				end
			end
			return select(4, C_Garrison.GetBuildingInfo(t.buildingID));
		elseif key == "link" then
			if t.itemID then
				local _, link, _, _, _, _, _, _, _, icon = GetItemInfo(t.itemID);
				if link then
					t.link = link;
					t.icon = icon;
					return link;
				end
			end
		elseif key == "description" then
			return select(5, C_Garrison.GetBuildingInfo(t.buildingID));
		elseif key == "collectible" then
			return t.itemID and app.CollectibleRecipes;
		elseif key == "collected" then
			if app.AccountWideRecipes then
				if GetDataSubMember("CollectedBuildings", t.buildingID) then return 1; end
			else
				if GetTempDataSubMember("CollectedBuildings", t.buildingID) then return 1; end
			end
			if not select(11, C_Garrison.GetBuildingInfo(t.buildingID)) then
				SetTempDataSubMember("CollectedBuildings", t.buildingID, 1);
				SetDataSubMember("CollectedBuildings", t.buildingID, 1);
				return 1;
			end
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateGarrisonBuilding = function(id, t)
	return setmetatable(constructor(id, t, "buildingID"), app.BaseGarrisonBuilding);
end

-- Garrison Mission Lib
app.BaseGarrisonMission = {
	__index = function(t, key)
		if key == "key" then
			return "missionID";
		elseif key == "text" then
			return C_Garrison.GetMissionName(t.missionID);
		elseif key == "icon" then
			return "Interface/ICONS/INV_Icon_Mission_Complete_Order";
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateGarrisonMission = function(id, t)
	return setmetatable(constructor(id, t, "missionID"), app.BaseGarrisonMission);
end

-- Garrison Talent Lib
app.BaseGarrisonTalent = {
	__index = function(t, key)
		if key == "key" then
			return "talentID";
		elseif key == "text" then
			local info = t.info;
			if info.name then return info.name; end
		elseif key == "trackable" then
			return true;
		elseif key == "saved" then
			if t.questID then return IsQuestFlaggedCompleted(t.questID); end
			local info = t.info;
			if info.researched then return info.researched; end
		elseif key == "icon" then
			local info = t.info;
			if info.icon then return info.icon; end
			return "Interface/ICONS/INV_Icon_Mission_Complete_Order";
		elseif key == "description" then
			local info = t.info;
			if info.description then return info.description; end
		elseif key == "info" then
			-- TODO: Add "perkSpellID"
			return C_Garrison.GetTalentInfo(t.talentID);
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateGarrisonTalent = function(id, t)
	return setmetatable(constructor(id, t, "talentID"), app.BaseGarrisonTalent);
end

-- Gear Set Lib
app.BaseGearSet = {
	__index = function(t, key)
		if key == "key" then
			return "setID";
		elseif key == "info" then
			return C_TransmogSets_GetSetInfo(t.setID);
		elseif key == "text" then
			local info = t.info;
			if info then return info.name; end
		elseif key == "description" then
			local info = t.info;
			if info then
				if info.description then
					if info.label then return info.label .. " (" .. info.description .. ")"; end
					return info.description;
				end
				return info.label;
			end
		elseif key == "title" then
			local info = t.info;
			if info then return info.requiredFaction; end
		elseif key == "icon" then
			if t.sources then
				for sourceID, value in pairs(t.sources) do
					local sourceInfo = C_TransmogCollection_GetSourceInfo(sourceID);
					if sourceInfo and sourceInfo.invType == 2 then
						local icon = select(5, GetItemInfoInstant(sourceInfo.itemID));
						if icon then rawset(t, "icon", icon); end
						return icon;
					end
				end
			end
			return QUESTION_MARK_ICON;
		elseif key == "sources" then
			local sources = C_TransmogSets.GetSetSources(t.setID);
			if sources then
				rawset(t, "sources", sources);
				return sources;
			end
		elseif key == "header" then
			local info = t.info;
			if info then return info.label; end
		elseif key == "subheader" then
			local info = t.info;
			if info then return info.description; end
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateGearSet = function(id, t)
	return setmetatable(constructor(id, t, "setID"), app.BaseGearSet);
end
app.BaseGearSource = {
	__index = function(t, key)
		if key == "collectible" then
			return true;
		elseif key == "info" then
			return C_TransmogCollection_GetSourceInfo(t.s);
		elseif key == "itemID" then
			local info = t.info;
			if info then
				rawset(t, "itemID", info.itemID);
				return info.itemID;
			end
		elseif key == "text" then
			return select(2, GetItemInfo(t.itemID));
		elseif key == "link" then
			return select(2, GetItemInfo(t.itemID));
		elseif key == "invType" then
			local info = t.info;
			if info then return info.invType; end
			return 99;
		elseif key == "icon" then
			return select(5, GetItemInfoInstant(t.itemID));
		elseif key == "specs" then
			return GetFixedItemSpecInfo(t.itemID);
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateGearSource = function(id)
	return setmetatable({ s = id}, app.BaseGearSource);
end
app.BaseGearSetHeader = {
	__index = function(t, key)
		if key == "achievementID" then
			local achievementID = t.altAchID and app.FactionID == Enum.FlightPathFaction.Horde and t.altAchID or t.achID;
			if achievementID then
				rawset(t, "achievementID", achievementID);
				return achievementID;
			end
		elseif key == "key" then
			return "setHeaderID";
		elseif key == "text" then
			local info = C_TransmogSets_GetSetInfo(t.setHeaderID);
			if info then return info.label; end
		elseif key == "link" then
			return t.achievementID and GetAchievementLink(t.achievementID);
		elseif key == "icon" then
			return t.achievementID and select(10, GetAchievementInfo(t.achievementID));
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateGearSetHeader = function(id, t)
	return setmetatable(constructor(id, t, "setHeaderID"), app.BaseGearSetHeader);
end
app.BaseGearSetSubHeader = {
	__index = function(t, key)
		if key == "achievementID" then
			local achievementID = t.altAchID and app.FactionID == Enum.FlightPathFaction.Horde and t.altAchID or t.achID;
			if achievementID then
				rawset(t, "achievementID", achievementID);
				return achievementID;
			end
		elseif key == "key" then
			return "setSubHeaderID";
		elseif key == "text" then
			local info = C_TransmogSets_GetSetInfo(t.setSubHeaderID);
			if info then return info.description; end
		elseif key == "link" then
			return t.achievementID and GetAchievementLink(t.achievementID);
		elseif key == "icon" then
			return t.achievementID and select(10, GetAchievementInfo(t.achievementID));
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateGearSetSubHeader = function(id, t)
	return setmetatable(constructor(id, t, "setSubHeaderID"), app.BaseGearSetSubHeader);
end

-- Heirloom Lib
(function()
local isWeapon = { 20, 29, 28, 21, 22, 23, 24, 25, 26, 50, 57, 34, 35, 27, 33, 32, 31 };
local armorTextures = {
	"Interface/ICONS/INV_Icon_HeirloomToken_Armor01",
	"Interface/ICONS/INV_Icon_HeirloomToken_Armor02",
	"Interface/ICONS/Inv_leather_draenordungeon_c_01shoulder",
	"Interface/ICONS/inv_mail_draenorquest90_b_01shoulder"
};
local weaponTextures = {
	"Interface/ICONS/INV_Icon_HeirloomToken_Weapon01",
	"Interface/ICONS/INV_Icon_HeirloomToken_Weapon02",
	"Interface/ICONS/inv_weapon_shortblade_112",
	"Interface/ICONS/inv_weapon_shortblade_111"
};
app.BaseHeirloomUnlocked = {
	__index = function(t, key)
		if key == "collectible" then
			return app.CollectibleHeirlooms;
		elseif key == "trackable" then
			return true;
		elseif key == "collected" or key == "saved" then
			return t.parent.itemID and C_Heirloom.PlayerHasHeirloom(t.parent.itemID);
		elseif key == "text" then
			return "Unlocked Heirloom";
		elseif key == "description" then
			return "This indicates whether or not you have acquired or purchased the heirloom yet.";
		elseif key == "icon" then
			return "Interface/ICONS/Achievement_GuildPerk_WorkingOvertime_Rank2";
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.BaseHeirloomLevel = {
	__index = function(t, key)
		if key == "collectible" then
			return app.CollectibleHeirlooms and app.CollectibleHeirloomUpgrades;
		elseif key == "trackable" then
			return true;
		elseif key == "collected" or key == "saved" then
			if not t.parent.itemID then return; end
			local level = GetDataSubMember("HeirloomUpgradeRanks", t.parent.itemID, 0);
			if t.level <= level then return true; end
			level = select(5, C_Heirloom.GetHeirloomInfo(t.parent.itemID));
			if level then
				SetDataSubMember("HeirloomUpgradeRanks", t.parent.itemID, level);
				if t.level <= level then return true; end
			end
		elseif key == "text" then
			return t.link or ("Upgrade Level " .. t.level);
		elseif key == "link" then
			local itemLink = t.itemID;
			if itemLink then
				if t.bonusID then
					if t.bonusID > 0 then
						itemLink = string.format("item:%d::::::::::::1:%d", itemLink, t.bonusID);
					else
						itemLink = string.format("item:%d:::::::::::::", itemLink);
					end
				elseif t.modID then
					itemLink = string.format("item:%d:::::::::::%d:1:3524", itemLink, t.modID);
				end
				local _, link, _, _, _, _, _, _, _, icon = GetItemInfo(itemLink);
				if link then
					t.link = link;
					t.icon = icon;
					t.retries = nil;
					return link;
				else
					if t.retries then
						t.retries = t.retries + 1;
						if t.retries > app.MaximumItemInfoRetries then
							local itemName = "Item #" .. t.itemID .. "*";
							t.title = "Failed to acquire item information. The item made be invalid or may not have been cached on your server yet.";
							t.icon = "Interface\\Icons\\INV_Misc_QuestionMark";
							t.link = "";
							t.s = nil;
							t.text = itemName;
							return itemName;
						end
					else
						t.retries = 1;
					end
				end
			end
		elseif key == "description" then
			return "This indicates whether or not you have upgraded the heirloom to a certain level.\n\nR.I.P. Gold.\n - Crieve";
		elseif key == "icon" then
			if t.isWeapon then
				return weaponTextures[t.level];
			else
				return armorTextures[t.level];
			end
		elseif key == "level" then
			return 0;
		elseif key == "isWeapon" then
			if t.parent.f and contains(isWeapon, t.parent.f) then
				rawset(t, "isWeapon", true);
				return true;
			end
			rawset(t, "isWeapon", false);
			return false;
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.BaseHeirloom = {
	__index = function(t, key)
		if key == "key" then
			return "itemID";
		elseif key == "filterID" then
			return 109;
		elseif key == "collectible" then
			if t.factionID then return app.CollectibleReputations; end
			return t.s and t.s > 0 and app.CollectibleTransmog;
		elseif key == "trackable" then
			return true;
		elseif key == "collected" or key == "saved" then
			-- heirloom with sourceID
			if t.s and t.s > 0 and GetDataSubMember("CollectedSources", t.s) then return 1; end
			-- heirloom without sourceID (trinket,ring,etc.)
			if t.itemID and C_Heirloom.PlayerHasHeirloom(t.itemID) then return 1; end
			-- heirloom for a faction (grand commendation/rep item/etc.)
			if t.factionID then
				if t.repeatable then
					-- This is used by reputation tokens.
					if app.AccountWideReputations then
						if GetDataSubMember("CollectedFactions", t.factionID) then
							return 1;
						end
					else
						if GetTempDataSubMember("CollectedFactions", t.factionID) then
							return 1;
						end
					end

					if select(1, GetFriendshipReputation(t.factionID)) and not select(9, GetFriendshipReputation(t.factionID)) or select(3, GetFactionInfoByID(t.factionID)) == 8 then
						SetTempDataSubMember("CollectedFactions", t.factionID, 1);
						SetDataSubMember("CollectedFactions", t.factionID, 1);
						return 1;
					end
				else
					-- This is used for the Grand Commendations unlocking Bonus Reputation
					if GetDataSubMember("CollectedFactionBonusReputation", t.factionID) then return 1; end
					if select(15, GetFactionInfoByID(t.factionID)) then
						SetTempDataSubMember("CollectedFactionBonusReputation", t.factionID, 1);
						SetDataSubMember("CollectedFactionBonusReputation", t.factionID, 1);
						return 1;
					end
				end
			end
		elseif key == "modID" then
			return 1;
		elseif key == "b" then
			return 2;
		elseif key == "text" then
			return t.link;
		elseif key == "link" then
			return C_Heirloom.GetHeirloomLink(t.itemID) or select(2, GetItemInfo(t.itemID));
		elseif key == "g" then
			if app.CollectibleHeirlooms then
				g = {};
				local total = GetDataSubMember("HeirloomUpgradeLevels", t.itemID) or C_Heirloom.GetHeirloomMaxUpgradeLevel(t.itemID);
				if total then
					SetDataSubMember("HeirloomUpgradeLevels", t.itemID, total);
					local armorTokens = {
						app.CreateItem(167731),	-- Battle-Hardened Heirloom Armor Casing
						app.CreateItem(151614),	-- Weathered Heirloom Armor Casing
						app.CreateItem(122340),	-- Timeworn Heirloom Armor Casing
						app.CreateItem(122338),	-- Ancient Heirloom Armor Casing
					};
					local weaponTokens = {
						app.CreateItem(167732),	-- Battle-Hardened Heirloom Scabbard
						app.CreateItem(151615),	-- Weathered Heirloom Scabbard
						app.CreateItem(122341),	-- Timeworn Heirloom Scabbard
						app.CreateItem(122339),	-- Ancient Heirloom Scabbard
					};
					for i,item in ipairs(armorTokens) do
						CacheFields(item);
						item.g = {};
					end
					for i,item in ipairs(weaponTokens) do
						CacheFields(item);
						item.g = {};
					end
					local heirhashpre = "hl" .. tostring(t.itemID)
					tinsert(g, setmetatable({ ["parent"] = t, ["hash"] = heirhashpre }, app.BaseHeirloomUnlocked));
					for i=1,total,1 do
						local hLvlhash = heirhashpre .. ":" .. tostring(i);
						local l = setmetatable({ ["level"] = i, ["parent"] = t, ["u"] = t.u, ["hash"] = hLvlhash }, app.BaseHeirloomLevel);
						local c = setmetatable({ ["level"] = i, ["itemID"] = t.itemID, ["parent"] = t, ["u"] = t.u, ["f"] = t.f, ["hash"] = hLvlhash }, app.BaseHeirloomLevel);
						if l.isWeapon then
							tinsert(weaponTokens[total + 1 - i].g, c);
						else
							tinsert(armorTokens[total + 1 - i].g, c);
						end
						tinsert(g, l);
					end
					BuildGroups(t, g);
					app.UpdateGroups(t, g);
				end
				rawset(t, "g", g);
				return g;
			end
		elseif key == "icon" then
			return select(4, C_Heirloom.GetHeirloomInfo(t.itemID));
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateHeirloom = function(id, t)
	return setmetatable(constructor(id, t, "itemID"), app.BaseHeirloom);
end
end)();

-- Holiday Lib
(function()
local function GetHolidayCache()
	local cache = GetTempDataMember("HOLIDAY_CACHE");
	if not cache then
		cache = {};
		SetTempDataMember("HOLIDAY_CACHE", cache);
		SetDataMember("HOLIDAY_CACHE", cache);
		local date = C_DateAndTime.GetCurrentCalendarTime();
		if date.month > 8 then
			C_Calendar.SetAbsMonth(date.month - 8, date.year);
		else
			C_Calendar.SetAbsMonth(date.month + 4, date.year - 1);
		end
		--local date = C_Calendar.GetDate();
		for month=1,12,1 do
			-- We kick off the search from January 1 at the start of the year using SetAbsMonth/GetMonthInfo. All successive functions are built from the returns of these.
			local absMonth = C_Calendar.SetAbsMonth(month, date.year);
			local monthInfo = C_Calendar.GetMonthInfo(absMonth);
			for day=1,monthInfo.numDays,1 do
				local numEvents = C_Calendar.GetNumDayEvents(0, day);
				if numEvents > 0 then
					for index=1,numEvents,1 do
						local event = C_Calendar.GetDayEvent(0, day, index);
						if event then -- If this is nil, then attempting to index it on the same line will toss an error.
							if event.calendarType == "HOLIDAY" and (not event.sequenceType or event.sequenceType == "" or event.sequenceType == "START") then
								if event.iconTexture then
									local t = cache[event.iconTexture];
									if not t then
										t = {
											["name"] = event.title,
											["icon"] = event.iconTexture,
											["times"] = {},
										};
										cache[event.iconTexture] = t;
									elseif event.iconTexture == 235465 then
										-- Harvest Festival and Pilgrims Bounty use the same icon...
										t = {
											["name"] = event.title,
											["icon"] = event.iconTexture,
											["times"] = {},
										};
										cache[235466] = t;
									end
									tinsert(t.times,
									{
										["start"] = time({
											year=event.startTime.year,
											month=event.startTime.month,
											day=event.startTime.monthDay,
											hour=event.startTime.hour,
											minute=event.startTime.minute,
										}),
										["end"] = time({
											year=event.endTime.year,
											month=event.endTime.month,
											day=event.endTime.monthDay,
											hour=event.endTime.hour,
											minute=event.endTime.minute,
										}),
										["startTime"] = event.startTime,
										["endTime"] = event.endTime,
									});
								end
							end
						end
					end
				end
			end
		end
	end
	return cache;
end
app.BaseHoliday = {
	__index = function(t, key)
		if key == "key" then
			return "holidayID";
		elseif key == "icon" then
			if t.holidayID == 235466 then return 235465; end
			return t.holidayID;
		elseif key == "text" then
			return t.info and t.info.name;
		elseif key == "eventType" then
			return 4294967295;
		elseif key == "texcoord" then
			return { 0.0, 0.7109375, 0.0, 0.7109375 };
		elseif key == "info" then
			local info = GetHolidayCache()[t.holidayID];
			if info then
				rawset(t, "info", info);
				return info;
			end
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateHoliday = function(id, t)
	return setmetatable(constructor(id, t, "holidayID"), app.BaseHoliday);
end
end)();

-- Illusion Lib
app.BaseIllusion = {
	__index = function(t, key)
		if key == "key" then
			return "illusionID";
		elseif key == "filterID" then
			return 103;
		elseif key == "collectible" then
			return app.CollectibleIllusions;
		elseif key == "collected" then
			return GetDataSubMember("CollectedIllusions", t.illusionID);
		elseif key == "text" then
			if t.itemID then
				local name, link, _, _, _, _, _, _, _, icon = GetItemInfo(t.itemID);
				if link then
					t.link = link;
					t.text = "|cffff80ff[" .. name .. "]|r";
					return t.text;
				end
			end
			return t.silentLink;
		elseif key == "link" then
			if t.itemID then
				local name, link, _, _, _, _, _, _, _, icon = GetItemInfo(t.itemID);
				if link then
					t.link = link;
					return link;
				end
			end
		elseif key == "silentLink" then
			return select(3, C_TransmogCollection_GetIllusionSourceInfo(t.illusionID));
		elseif key == "icon" then
			return "Interface/ICONS/INV_Enchant_Disenchant";
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateIllusion = function(id, t)
	return setmetatable(constructor(id, t, "illusionID"), app.BaseIllusion);
end

-- Instance Lib
app.BaseInstance = {
	__index = function(t, key)
		if key == "key" then
			return "instanceID";
		elseif key == "text" then
			if t["isRaid"] then return "|cffff8000" .. t.name .. "|r"; end
			return t.name;
		elseif key == "name" then
			return select(1, EJ_GetInstanceInfo(t.instanceID)) or "";
		elseif key == "description" then
			return select(2, EJ_GetInstanceInfo(t.instanceID)) or "";
		elseif key == "icon" then
			return select(6, EJ_GetInstanceInfo(t.instanceID)) or "";
		--elseif key == "link" then
		--	return select(8, EJ_GetInstanceInfo(t.instanceID)) or "";
		elseif key == "saved" then
			return t.locks;
		elseif key == "back" then
			if app.CurrentMapID == t.mapID or (t.maps and contains(t.maps, app.CurrentMapID)) then
				return 1;
			end
		elseif key == "locks" then
			local locks = GetTempDataSubMember("lockouts", t.name);
			if locks then
				rawset(t, key, locks);
				return locks;
			end
		elseif key == "isLockoutShared" then
			return false;
		elseif key == "sort" then
			if t.order then return t.order .. t.name end
			if t.isRaid then return "50" .. t.name end
			return "51" .. t.name;
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateInstance = function(id, t)
	return setmetatable(constructor(id, t, "instanceID"), app.BaseInstance);
end

-- Item Lib
(function()
local itemFields = {
	["key"] = function(t) return "itemID"; end,
	-- ["achievementID"] = function(t)
		-- local achievementID = app.FactionID == Enum.FlightPathFaction.Horde and rawget(t, "altAchID") or rawget(t, "achID");
		-- if achievementID then
			-- rawset(t, "achievementID", achievementID);
			-- return achievementID;
		-- end
	-- end,
	["b"] = function(t)
		return 2;
	end,
	["collectible"] = function(t)
		return (rawget(t, "s") and app.CollectibleTransmog)
			or (rawget(t, "questID") and app.CollectibleAsQuest(t))
			or (rawget(t, "factionID") and app.CollectibleReputations);
	end,
	["collected"] = function(t)
		local cache = rawget(t, "s");
		if cache and cache ~= 0 and GetDataSubMember("CollectedSources", cache) then
			return 1;
		end
		cache = rawget(t, "factionID");
		-- if the item is collectible because it's tied to a factionID
		if cache then
			if t.repeatable then
				-- This is used by reputation tokens.
				if app.AccountWideReputations then
					if GetDataSubMember("CollectedFactions", cache) then
						return 1;
					end
				else
					if GetTempDataSubMember("CollectedFactions", cache) then
						return 1;
					end
				end

				if select(1, GetFriendshipReputation(cache)) and not select(9, GetFriendshipReputation(cache)) or select(3, GetFactionInfoByID(cache)) == 8 then
					SetTempDataSubMember("CollectedFactions", cache, 1);
					SetDataSubMember("CollectedFactions", cache, 1);
					return 1;
				end
			else
				-- This is used for the Grand Commendations unlocking Bonus Reputation
				if GetDataSubMember("CollectedFactionBonusReputation", cache) then return 1; end
				if select(15, GetFactionInfoByID(cache)) then
					SetTempDataSubMember("CollectedFactionBonusReputation", cache, 1);
					SetDataSubMember("CollectedFactionBonusReputation", cache, 1);
					return 1;
				end
			end
		end
		return t.saved;
	end,
	["icon"] = function(t)
		return select(5, GetItemInfoInstant(t.itemID or 0));
	end,
	["link"] = function(t)
		local itemLink = t.itemID;
		if itemLink then
			local bonusID = rawget(t, "bonusID");
			if bonusID then
				if bonusID > 0 then
					itemLink = string.format("item:%d::::::::::::1:%d", itemLink, bonusID);
				else
					itemLink = string.format("item:%d:::::::::::::", itemLink);
				end
			else
				bonusID = rawget(t, "modID") or 1;
				if bonusID then
					itemLink = string.format("item:%d:::::::::::%d:1:3524", itemLink, bonusID);
				end
			end
			local _, link, _, _, _, _, _, _, _, icon = GetItemInfo(itemLink);
			if link then
				rawset(t, "retries", nil);
				rawset(t, "link", link);
				if icon then rawset(t, "icon", icon); end
				return link;
			else
				if rawget(t, "retries") then
					rawset(t, "retries", rawget(t, "retries") + 1);
					if t.retries > app.MaximumItemInfoRetries then
						local itemName = "Item #" .. t.itemID .. "*";
						rawset(t, "title", "Failed to acquire item information. The item made be invalid or may not have been cached on your server yet.");
						rawset(t, "text", itemName);
						rawset(t, "retries", nil);
						rawset(t, "link", "");
						rawset(t, "s", nil);
						return itemName;
					end
				else
					rawset(t, "retries", 1);
				end
			end
		end
	end,
	["modID"] = function(t)
		return 1;
	end,
	["name"] = function(t)
		local link = t.link;
		return link and GetItemInfo(link);
	end,
	["repeatable"] = function(t)
		return rawget(t, "isDaily") or rawget(t, "isWeekly") or rawget(t, "isMonthly") or rawget(t, "isYearly") or rawget(t, "isWorldQuest");
	end,
	["trackable"] = function(t)
		return rawget(t, "questID");
	end,
	["saved"] = function(t)
		return IsQuestFlaggedCompletedForObject(t);
	end,
	["specs"] = function(t)
		return GetFixedItemSpecInfo(t.itemID);
	end,
	["tsm"] = function(t)
		local itemLink = t.itemID;
		if itemLink then
			local bonusID = t.bonusID;
			if bonusID then
				if bonusID> 0 then
					return string.format("i:%d:0:1:%d", itemLink, bonusID);
				else
					return string.format("i:%d", itemLink);
				end
			--elseif t.modID then
				-- NOTE: At this time, TSM3 does not support modID. (RIP)
				--return string.format("i:%d:%d:1:3524", itemLink, t.modID);
			end
			return string.format("i:%d", itemLink);
		end
	end,
};
itemFields.text = itemFields.link;
app.BaseItem = {
	__index = function(t, key)
		_cache = rawget(itemFields, key);
		return _cache and _cache(t);
	end
};
app.CreateItem  = function(id, t)
	return setmetatable(constructor(id, t, "itemID"), app.BaseItem);
end

-- Appearance Lib (Item Source)
local appearanceFields = {
	["key"] = function(t) return "s"; end,
	["collectible"] = function(t)
		return app.CollectibleTransmog;
	end,
	["collected"] = function(t)
		return GetDataSubMember("CollectedSources", rawget(t, "s"));
	end,
	["link"] = function(t)
		local itemLink = t.itemID;
		if itemLink then
			local bonusID = rawget(t, "bonusID");
			if bonusID then
				if bonusID > 0 then
					itemLink = string.format("item:%d::::::::::::1:%d", itemLink, bonusID);
				else
					itemLink = string.format("item:%d:::::::::::::", itemLink);
				end
			else
				bonusID = rawget(t, "modID") or 1;
				if bonusID then
					itemLink = string.format("item:%d:::::::::::%d:1:3524", itemLink, bonusID);
				end
			end
			local _, link, _, _, _, _, _, _, _, icon = GetItemInfo(itemLink);
			if link then
				rawset(t, "retries", nil);
				rawset(t, "link", link);
				if icon then rawset(t, "icon", icon); end
				return link;
			else
				if rawget(t, "retries") then
					rawset(t, "retries", rawget(t, "retries") + 1);
					if t.retries > app.MaximumItemInfoRetries then
						local itemName = "Item #" .. t.itemID .. "*";
						rawset(t, "title", "Failed to acquire item information. The item made be invalid or may not have been cached on your server yet.");
						rawset(t, "text", itemName);
						rawset(t, "retries", nil);
						rawset(t, "link", "");
						return itemName;
					end
				else
					rawset(t, "retries", 1);
				end
			end
		end
	end,
	["s"] = function(t)
		return 0;
	end,
};
appearanceFields.b = itemFields.b;
appearanceFields.tsm = itemFields.tsm;
appearanceFields.icon = itemFields.icon;
appearanceFields.name = itemFields.name;
appearanceFields.modID = itemFields.modID;
appearanceFields.specs = itemFields.specs;
appearanceFields.text = appearanceFields.link;
app.BaseItemSource = {
	__index = function(t, key)
		_cache = rawget(appearanceFields, key);
		return _cache and _cache(t);
	end
};
app.CreateItemSource = function(sourceID, itemID, t)
	t = setmetatable(constructor(sourceID, t, "s"), app.BaseItemSource);
	t.itemID = itemID;
	return t;
end
end)();

app.SortGroups = function(a,b)
	-- Sort value starts with a number and the group name
	-- Values < 50 are for groups manually positioned before alphabetic groups
	-- 50 is for alphabetic groups for raids and cities, always before any dungeon or zone
	-- 51 is for alphabetic groups for dungeons and zones
	-- Values > 51 are for groups manually positioned after alphabetic groups
	return a.sort < b.sort;
end

-- Map Lib
app.BaseMap = {
	__index = function(t, key)
		if key == "achievementID" then
			local achievementID = t.altAchID and app.FactionID == Enum.FlightPathFaction.Horde and t.altAchID or t.achID;
			if achievementID then
				rawset(t, "achievementID", achievementID);
				return achievementID;
			end
		elseif key == "key" then
			return "mapID";
		elseif key == "text" then
			return app.TryColorizeName(t, app.GetMapName(t.mapID));
		elseif key == "back" then
			if app.CurrentMapID == t.mapID or (t.maps and contains(t.maps, app.CurrentMapID)) then
				return 1;
			end
		elseif key == "link" then
			return t.achievementID and GetAchievementLink(t.achievementID);
		elseif key == "icon" then
			return t.achievementID and select(10, GetAchievementInfo(t.achievementID)) or "Interface/ICONS/INV_Misc_Map09";
		elseif key == "lvl" then
			return select(1, C_Map.GetMapLevels(t.mapID));
		elseif key == "sort" then
			if t.order then return t.order .. app.GetMapName(t.mapID) end
			if t.isRaid then return "50" .. app.GetMapName(t.mapID) end
			return "51" .. app.GetMapName(t.mapID);
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateMap = function(id, t)
	local map = setmetatable(constructor(id, t, "mapID"), app.BaseMap);
	if map.ordered and map.g and GetLocale() ~= "enGB" and GetLocale() ~= "enUS" then
		-- Only need to order groups alphabetically in non-english locales
		table.sort(map.g, app.SortGroups);
	end
	return map;
end

-- Mount Lib
app.BaseMount = {
	__index = function(t, key)
		if key == "key" then
			return "spellID";
		elseif key == "filterID" then
			return 100;
		elseif key == "collectible" then
			return app.CollectibleMounts;
		elseif key == "collected" then
			if app.RecipeChecker("CollectedSpells", t.spellID) then
				return GetTempDataSubMember("CollectedSpells", t.spellID) and 1 or 2;
			end
			if IsSpellKnown(t.spellID) or (t.questID and IsQuestFlaggedCompleted(t.questID)) then
				SetTempDataSubMember("CollectedSpells", t.spellID, 1);
				SetDataSubMember("CollectedSpells", t.spellID, 1);
				return 1;
			end
		elseif key == "b" then
			return (t.parent and t.parent.b) or 1;
		elseif key == "text" then
			return "|cffb19cd9" .. (select(1, GetSpellInfo(t.spellID)) or "???") .. "|r";
			--return select(1, GetSpellLink(t.spellID)) or select(1, GetSpellInfo(t.spellID)) or ("Spell #" .. t.spellID);
		elseif key == "description" then
			local mountID = t.mountID;
			if mountID then return select(2, C_MountJournal_GetMountInfoExtraByID(mountID)); end
		elseif key == "link" then
			if t.itemID then
				local link = select(2, GetItemInfo(t.itemID));
				if link then
					t.link = link;
					return link;
				end
			end
			return select(1, GetSpellLink(t.spellID));
		elseif key == "icon" then
			return select(3, GetSpellInfo(t.spellID));
		elseif key == "displayID" then
			local mountID = t.mountID;
			if mountID then return select(1, C_MountJournal_GetMountInfoExtraByID(mountID)); end
		elseif key == "mountID" then
			local temp = GetTempDataMember("MOUNT_SPELLID_TO_MOUNTID");
			if not temp then
				-- Harvest the Spell IDs for Conversion.
				temp = GetTempDataMember("MOUNT_SPELLID_TO_MOUNTID", {});
				for i,mountID in ipairs(C_MountJournal.GetMountIDs()) do
					local spellID = select(2, C_MountJournal_GetMountInfoByID(mountID));
					if spellID then temp[spellID] = mountID; end
				end

				-- Assign to the temporary data container.
				SetTempDataMember("MOUNT_SPELLID_TO_MOUNTID", temp);
			end

			local mountID = temp[t.spellID];
			if mountID then return mountID; end
		elseif key == "name" then
			local mountID = t.mountID;
			if mountID then return C_MountJournal_GetMountInfoByID(mountID); end
		elseif key == "tsm" then
			if t.itemID then return string.format("i:%d", t.itemID); end
			if t.parent and t.parent.itemID then return string.format("i:%d", t.parent.itemID); end
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateMount = function(id, t)
	return setmetatable(constructor(id, t, "spellID"), app.BaseMount);
end

-- Music Roll Lib
(function()
app.BaseMusicRoll = {
	__index = function(t, key)
		if key == "key" then
			return "questID";
		elseif key == "filterID" then
			return 108;
		elseif key == "collectible" or key == "trackable" then
			return app.CollectibleMusicRolls;
		elseif key == "collected" or key == "saved" then
			if IsQuestFlaggedCompleted(t.questID) then
					return 1;
				end
			if app.AccountWideMusicRolls then
				if t.questID and GetDataSubMember("CollectedQuests", t.questID) then
					return 2;
				end
			end
		elseif key == "lvl" then
			return 40;
		elseif key == "text" then
			return t.link;
		elseif key == "link" then
			local _, link, _, _, _, _, _, _, _, icon = GetItemInfo(t.itemID);
			if link then
				t.link = link;
				t.icon = icon;
				return link;
			end
		elseif key == "description" then
			local description = "These are unlocked per-character and are not currently shared across your account. If someone at Blizzard is reading this, it would be really swell if you made these account wide.\n\nYou must manually refresh the addon by Shift+Left clicking the header for this to be detected.";
			if not IsQuestFlaggedCompleted(38356) or IsQuestFlaggedCompleted(37961) then
				description = description .. "\n\nYou must first unlock the Music Rolls by completing the Bringing the Bass quest in your garrison for this item to drop.";
			end
			return description;
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
end)();
app.CreateMusicRoll = function(questID, t)
	return setmetatable(constructor(questID, t, "questID"), app.BaseMusicRoll);
end

-- NPC Lib
(function()
-- NPC Model Harvester (also acquires the displayID)
local npcModelHarvester = CreateFrame("DressUpModel", nil, UIParent);
npcModelHarvester:SetPoint("TOPRIGHT", UIParent, "BOTTOMRIGHT", 0, 0);
npcModelHarvester:SetSize(1, 1);
npcModelHarvester:Hide();
local NPCDisplayIDFromID = setmetatable({}, { __index = function(t, id)
	if id > 0 then
		npcModelHarvester:SetDisplayInfo(0);
		npcModelHarvester:SetUnit("none");
		npcModelHarvester:SetCreature(id);
		local displayID = npcModelHarvester:GetDisplayInfo();
		if displayID and displayID ~= 0 then
			rawset(t, id, displayID);
			return displayID;
		end
	end
end});
local npcFields = {
	["key"] = function(t) return "npcID"; end,
	["achievementID"] = function(t)
		local achievementID = app.FactionID == Enum.FlightPathFaction.Horde and rawget(t, "altAchID") or rawget(t, "achID");
		if achievementID then
			rawset(t, "achievementID", achievementID);
			return achievementID;
		end
	end,
	["collectible"] = function(t)
		return rawget(t, "questID") and (app.CollectibleAsQuest(t));
	end,
	["collected"] = function(t)
		return IsQuestFlaggedCompletedForObject(t);
	end,
	["altcollected"] = function(t)
		local found;
		-- determine if an altQuest is considered completed for this quest for this character
		if t.altQuests then
			for i,questID in ipairs(t.altQuests) do
				-- any altQuest completed on this character, mark the altQuestID
				if not found and IsQuestFlaggedCompleted(questID) then
					found = questID;
					-- print("complete altquest found",questID,"=>",t.questID);
				end
			end
		end
		if found then rawset(t, "altcollected", found); end
		return rawget(t, "altcollected");
	end,
	["creatureID"] = function(t) return t.npcID; end,
	["displayID"] = function(t) return NPCDisplayIDFromID[t.npcID]; end,
	["icon"] = function(t)
		return L["NPC_ID_ICONS"][t.npcID]
			or (t.achievementID and select(10, GetAchievementInfo(t.achievementID)))
			or (t.parent and t.parent.npcID == -2 and "Interface\\Icons\\INV_Misc_Coin_01")
			or "Interface\\Worldmap\\Skull_64Green";
	end,
	["link"] = function(t)
		_cache = rawget(t, "achievementID");
		return _cache and GetAchievementLink(_cache);
	end,
	["name"] = function(t)
		_cache = rawget(t, "npcID");
		return _cache > 0 and app.TryColorizeName(t, NPCNameFromID[_cache]) or L["NPC_ID_NAMES"][_cache];
	end,
	["repeatable"] = function(t)
		return rawget(t, "isDaily") or rawget(t, "isWeekly") or rawget(t, "isMonthly") or rawget(t, "isYearly")  or rawget(t, "isWorldQuest");
	end,
	["text"] = function(t)
		_cache = t.name;
		if rawget(t, "isRaid") and _cache then
			return "|cffff8000" .. _cache .. "|r";
		end
		return _cache;
	end,
	["title"] = function(t)
		_cache = rawget(t, "npcID");
		if _cache > 0 then return NPCTitlesFromID[_cache]; end
	end,
	["trackable"] = function(t)
		return rawget(t, "questID");
	end,
	["sort"] = function(t)
		if t.order then return t.order .. t.name end
		return "51" .. t.name;
	end,
};
npcFields.saved = npcFields.collected;
app.NPCDisplayIDFromID = NPCDisplayIDFromID;
app.BaseNPC = {
	__index = function(t, key)
		_cache = rawget(npcFields, key);
		return _cache and _cache(t);
	end
};
app.CreateNPC = function(id, t)
	return setmetatable(constructor(id, t, "npcID"), app.BaseNPC);
end
end)();

-- Object Lib (as in "World Object")
app.BaseObject = {
	__index = function(t, key)
		if key == "key" then
			return "objectID";
		elseif key == "text" then
			local name = L["OBJECT_ID_NAMES"][t.objectID] or ("Object ID #" .. t.objectID);
			name = app.TryColorizeName(t, name);
			rawset(t, "text", name);
			return name;
		elseif key == "icon" then
			return L["OBJECT_ID_ICONS"][t.objectID] or "Interface\\Icons\\INV_Misc_Bag_10";
		elseif key == "collectible" then
			return t.questID and app.CollectibleAsQuest(t);
		elseif key == "repeatable" then
			return rawget(t, "isDaily") or rawget(t, "isWeekly") or rawget(t, "isMonthly") or rawget(t, "isYearly") or rawget(t, "isWorldQuest");
		elseif key == "trackable" then
			return t.questID;
		elseif key == "saved" or key == "collected" then
			return IsQuestFlaggedCompletedForObject(t);
		elseif key == "altcollected" then
			local found;
			-- determine if an altQuest is considered completed for this quest for this character
			if t.altQuests then
				for i,questID in ipairs(t.altQuests) do
					-- any altQuest completed on this character, mark the altQuestID
					if not found and IsQuestFlaggedCompleted(questID) then
						found = questID;
						-- print("complete altquest found",questID,"=>",t.questID);
					end
				end
			end
			if found then rawset(t, "altcollected", found); end
			return rawget(t, "altcollected");
		elseif key == "sort" then
			if t.order then return t.order .. t.text end
			return "51" .. t.text;
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateObject = function(id, t)
	return setmetatable(constructor(id, t, "objectID"), app.BaseObject);
end

-- Pet Ability Lib
app.BasePetAbility = {
	__index = function(t, key)
		if key == "key" then
			return "petAbilityID";
		elseif key == "text" then
			return select(2, C_PetBattles.GetAbilityInfoByID(t.petAbilityID));
		elseif key == "icon" then
			return select(3, C_PetBattles.GetAbilityInfoByID(t.petAbilityID));
		elseif key == "description" then
			return select(5, C_PetBattles.GetAbilityInfoByID(t.petAbilityID));
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreatePetAbility = function(id, t)
	return setmetatable(constructor(id, t, "petAbilityID"), app.BasePetAbility);
end

-- Pet Type Lib
app.BasePetType = {
	__index = function(t, key)
		if key == "key" then
			return "petTypeID";
		elseif key == "filterID" then
			return 101;
		elseif key == "text" then
			return _G["BATTLE_PET_NAME_" .. t.petTypeID];
		elseif key == "icon" then
			return "Interface\\Icons\\Icon_PetFamily_"..PET_TYPE_SUFFIX[t.petTypeID];
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreatePetType = function(id, t)
	return setmetatable(constructor(id, t, "petTypeID"), app.BasePetType);
end

-- Profession Lib
local SkillIDToSpellID = setmetatable({
	[171] = 2259,	-- Alchemy
	[794] = 158762,	-- Arch
	[164] = 2018,	-- Blacksmithing
	[185] = 2550,	-- Cooking
	[333] = 7411,	-- Enchanting
	[202] = 4036,	-- Engineering
	[356] = 7620,	-- Fishing
	[129] = 3273,	-- First Aid
	[182] = 2366,	-- Herb Gathering
	[773] = 45357,	-- Inscription
	[755] = 25229,	-- Jewelcrafting
	[165] = 2108,	-- Leatherworking
	[186] = 2575,	-- Mining
	[393] = 8613,	-- Skinning
	[197] = 3908,	-- Tailoring
	[960] = 53428,  -- Runeforging

	-- Specializations
	[20219] = 20219,	-- Gnomish Engineering
	[20222] = 20222,	-- Goblin Engineering
	[9788] = 9788,		-- Armorsmith
	[9787] = 9787,		-- Weaponsmith
	[17041] = 17041,	-- Master Axesmith
	[17040] = 17040,	-- Master Hammersmith
	[17039] = 17039,	-- Master Swordsmith
}, {__index = function(t,k) return(106727) end})
app.BaseProfession = {
	__index = function(t, key)
		if key == "key" then
			return "requireSkill";
		elseif key == "text" then
			if app.GetSpecializationBaseTradeSkill(t.requireSkill) then return select(1, GetSpellInfo(t.requireSkill)); end
			if t.requireSkill == 129 then return select(1, GetSpellInfo(t.spellID)); end
			return C_TradeSkillUI.GetTradeSkillDisplayName(t.requireSkill);
		elseif key == "icon" then
			if app.GetSpecializationBaseTradeSkill(t.requireSkill) then return select(3, GetSpellInfo(t.requireSkill)); end
			if t.requireSkill == 129 then return select(3, GetSpellInfo(t.spellID)); end
			return C_TradeSkillUI.GetTradeSkillTexture(t.requireSkill);
		elseif key == "spellID" then
			return SkillIDToSpellID[t.requireSkill];
		elseif key == "skillID" then
			return t.requireSkill;
		elseif key == "sort" then
			if t.order then return t.order .. t.text end
			return "51" .. t.text;
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateProfession = function(id, t)
	return setmetatable(constructor(id, t, "requireSkill"), app.BaseProfession);
end

-- PVP Ranks
app.BasePVPRank = {
	__index = function(t, key)
		if key == "key" then
			return "pvpRankID";
		elseif key == "text" then
			return _G["PVP_RANK_" .. (t.pvpRankID + 4) .. "_" .. (t.s or 0)];
		elseif key == "icon" then
			return format("%s%02d","Interface\\PvPRankBadges\\PvPRank", t.pvpRankID);
		elseif key == "description" then
			return "Opposite faction equivalent: " .. _G["PVP_RANK_" .. (t.pvpRankID + 4) .. "_" .. ((t.s == 1 and 0 or 1))];
		elseif key == "title" then
			return RANK .. " " .. t.pvpRankID;
		elseif key == "r" then
			return t.parent.r or app.FactionID;
		elseif key == "s" then
			return t.r == Enum.FlightPathFaction.Alliance and 1 or 0;
		end
	end
};
app.CreatePVPRank = function(id, t)
	return setmetatable(constructor(id, t, "pvpRankID"), app.BasePVPRank);
end

-- Quest Lib
app.BaseQuest = {
	__index = function(t, key)
		if key == "key" then
			return "questID";
		elseif key == "text" then
			if rawget(t, "title") then
				rawset(t, "text", rawget(t, "title"));
				t.title = false;
				return t.text;
			end
			local questName = t.questName;
			if t.retries and t.retries > 120 then
				if t.npcID then
					if t.npcID > 0 then
						return t.npcID > 0 and NPCNameFromID[t.npcID];
					else
						return L["NPC_ID_NAMES"][t.npcID];
					end
				end
			end
			return app.TryColorizeName(t, questName);
		elseif key == "questName" then
			local questID = t.altQuestID and app.FactionID == Enum.FlightPathFaction.Horde and t.altQuestID or t.questID;
			return QuestTitleFromID[questID];
		elseif key == "link" then
			return "quest:" .. (t.altQuestID and app.FactionID == Enum.FlightPathFaction.Horde and t.altQuestID or t.questID);
			-- this generates a link but it doesn't actually allow it to post in a chat channel...
			-- return "\124cffffff00\124Hquest:".. (t.altQuestID and app.FactionID == Enum.FlightPathFaction.Horde and t.altQuestID or t.questID) ..":".. (type(t.lvl) == "table" and t.lvl[1] or t.lvl or "0") .."\124h[".. t.questName .. "]\124h\124r";
		elseif key == "icon" or key == "preview" then
			if t.providers then
				for k,v in pairs(t.providers) do
					if v[2] > 0 then
						if v[1] == "o" then
							return L["OBJECT_ID_ICONS"][v[2]] or "Interface\\Icons\\INV_Misc_Bag_10"
						elseif v[1] == "i" then
							local _,_,_,_,icon = GetItemInfoInstant(v[2]);
							if icon then
								return icon
							end
						end
					end
				end
			end
			if key == "preview" then
				if t.repeatable then
					return "Interface\\Icons\\Achievement_Quests_Completed_Daily_08";
				end
				return "Interface\\Icons\\Achievement_Quests_Completed_08";
			elseif t.isDaily or t.isWeekly then
				return "Interface\\GossipFrame\\DailyQuestIcon";
			elseif t.repeatable then
				return "Interface\\GossipFrame\\DailyActiveQuestIcon";
			else
				return "Interface\\GossipFrame\\AvailableQuestIcon";
			end
		elseif key == "trackable" then
			return true;
		elseif key == "collectible" then
			return app.CollectibleAsQuest(t);
		elseif key == "repeatable" then
			return t.isDaily or t.isWeekly or t.isMonthly or t.isYearly or t.isWorldQuest;
		elseif key == "saved" or key == "collected" then
			return IsQuestFlaggedCompletedForObject(t);
		elseif key == "altcollected" then
			local found;
			-- determine if an altQuest is considered completed for this quest for this character
			if t.altQuests then
				for i,questID in ipairs(t.altQuests) do
					-- any altQuest completed on this character, mark the altQuestID
					if not found and IsQuestFlaggedCompleted(questID) then
						-- print(t.questID,"locked by",questID,"alt-quest");
						found = questID;
					end
				end
			end
			if found then rawset(t, "altcollected", found); end
			return rawget(t, "altcollected");
		-- returns nil if available or non-breadcrumb quest, or returns a completed questID which blocks this breadcrumb from being obtained
		-- TODO: change to 'isLockedBy' property for all quests
		elseif key == "breadcrumbLockedBy" then
			-- do not consider a completed breadcrumb as being locked from being collectible
			if IsQuestFlaggedCompleted(t.questID) then return nil; end
			-- determine if a 'nextQuest' exists and is completed specifically by this character, to remove availability of the breadcrumb
			local found;
			if t.isBreadcrumb and t.nextQuests then
				for i,questID in ipairs(t.nextQuests) do
					-- any nextQuests completed specifically on this character, mark the nextQuestsID
					if not found and IsQuestFlaggedCompleted(questID) then
						-- print(t.questID,"locked by",questID,"directly");
						found = questID;
					elseif not found then
						-- this questID may not even be available to pick up, so try to find an object with this questID to determine if the object is complete
						local nq = app.SearchForObjectClone("questID", questID);
						-- check the quests cached under this questID for the correct quest group
						if nq then
							if nq.collected or nq.altcollected or nq.breadcrumbLockedBy then
								-- print(t.questID,"locked by",questID,"locked by",nq.breadcrumbLockedBy);
								found = questID;
							end
						end
					end
				end
			end
			-- only cache if it's no longer available, but not if it is available currently, since that can change
			if found then rawset(t, "breadcrumbLockedBy", found); end
			return rawget(t, "breadcrumbLockedBy");
		elseif key == "sourceQuestsCompleted" then
			if t.sourceQuests and #t.sourceQuests > 0 then
				local anySourceIncomplete = false;
				for i,sourceQuestID in ipairs(t.sourceQuests) do
					if not anySourceIncomplete and not IsQuestFlaggedCompleted(sourceQuestID) then
						anySourceIncomplete = true;
					end
				end
				return not anySourceIncomplete;
			end
			-- nil if no sourceQuests
			return;
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateQuest = function(id, t)
	return setmetatable(constructor(id, t, "questID"), app.BaseQuest);
end
app.BaseQuestObjective = {
	__index = function(t, key)
		if key == "key" then
			return "objectiveID";
		elseif key == "text" then
			local questID = t.parent.questID;
			if questID then
				local objectives = C_QuestLog.GetQuestObjectives(questID);
				if objectives then
					local objective = objectives[t.objectiveID];
					if objective then
						return objective.text;
					end
				end
				return RETRIEVING_DATA;
			end
			return "INVALID: Must be relative to a Quest Object.";
		elseif key == "questID" then
			return t.parent.questID;
		elseif key == "objectiveID" then
			return 1;
		elseif key == "icon" then
			if t.providers then
				for k,v in pairs(t.providers) do
					if v[2] > 0 then
						if v[1] == "o" then
							return L["OBJECT_ID_ICONS"][v[2]] or "Interface\\Worldmap\\Gear_64Grey"
						elseif v[1] == "i" then
							local _,_,_,_,icon = GetItemInfoInstant(v[2]);
							if icon then
								return icon
							end
						end
					end
				end
			end
			return t.parent.icon or "Interface\\Worldmap\\Gear_64Grey";
		elseif key == "trackable" then
			return true;
		elseif key == "collectible" then
			return false;
		elseif key == "repeatable" then
			return t.parent.repeatable;
		elseif key == "saved" then
			-- If the parent is saved, return immediately.
			local saved = t.parent.saved;
			if saved then return saved; end

			-- Check to see if the objective was completed.
			local questID = t.parent.questID;
			if questID then
				local objectives = C_QuestLog.GetQuestObjectives(questID);
				if objectives then
					local objective = objectives[t.objectiveID];
					if objective then
						return objective.finished and 1;
					end
				end
			end
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateQuestObjective = function(id, t)
	return setmetatable(constructor(id, t, "objectiveID"), app.BaseQuestObjective);
end
local function GetQuestsCompleted(t)
	if not t then t = CompletedQuests end
	for k,v in pairs(C_QuestLog_GetAllCompletedQuestIDs()) do
		t[v] = true;
	end
end
-- consolidated representation of whether a Thing can be collectible via QuestID
app.CollectibleAsQuest = function(t)
	return
	-- must treat Quests as collectible
	app.CollectibleQuests
	-- must not be repeatable, unless considering repeatable quests as trackable
	and (not t.repeatable or app.Settings:GetTooltipSetting("Repeatable"))
	-- must match custom collectibility if set as well
	and (not t.customCollect or
		(app.Settings:Get("AccountMode") or app.Settings:Get("DebugMode") or app.CustomCollects[t.customCollect]))
	-- must not be a breadcrumb unless collecting breadcrumbs and is available OR collecting breadcrumbs and in Account-mode
	-- TODO: revisit if party sync option becomes a thing
	and ((not t.isBreadcrumb and not t.DisablePartySync) or
		(app.CollectibleBreadcrumbs and (not t.breadcrumbLockedBy or app.Settings:Get("AccountMode"))));
end
local function RefreshQuestCompletionState(questID)
	if questID ~= nil then
		CompletedQuests[questID] = true;
	else
		GetQuestsCompleted(CompletedQuests);
	end

	for questID,completed in pairs(DirtyQuests) do
		app.QuestCompletionHelper(tonumber(questID));
	end
	wipe(DirtyQuests);
end

-- Recipe Lib
app.BaseRecipe = {
	__index = function(t, key)
		if key == "key" then
			return "spellID";
		elseif key == "filterID" then
			return 200;
		elseif key == "text" then
			return t.link;
		elseif key == "icon" then
			if t.itemID then
				local _, link, _, _, _, _, _, _, _, icon = GetItemInfo(t.itemID);
				if link then
					t.link = link;
					t.icon = icon;
					return link;
				end
			end
			return select(3, GetSpellInfo(t.spellID)) or (t.requireSkill and select(3, GetSpellInfo(t.requireSkill)));
		elseif key == "link" then
			if t.itemID then
				local _, link, _, _, _, _, _, _, _, icon = GetItemInfo(t.itemID);
				if link then
					t.link = link;
					t.icon = icon;
					return link;
				end
			end
			return select(1, GetSpellLink(t.spellID));
		elseif key == "collectible" then
			return app.CollectibleRecipes;
		elseif key == "collected" then
			if app.RecipeChecker("CollectedSpells", t.spellID) then
				return GetTempDataSubMember("CollectedSpells", t.spellID) and 1 or 2;
			end
			if IsSpellKnown(t.spellID) then
				SetTempDataSubMember("CollectedSpells", t.spellID, 1);
				SetDataSubMember("CollectedSpells", t.spellID, 1);
				return 1;
			end
		elseif key == "name" then
			return t.itemID and GetItemInfo(t.itemID);
		elseif key == "specs" then
			if t.itemID then
				return GetFixedItemSpecInfo(t.itemID);
			end
		elseif key == "tsm" then
			if t.itemID then
				return string.format("i:%d", t.itemID);
			end
		elseif key == "skillID" then
			return t.requireSkill;
		elseif key == "b" then
			return t.itemID and app.AccountWideRecipes and 2;
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateRecipe = function(id, t)
	return setmetatable(constructor(id, t, "spellID"), app.BaseRecipe);
end

-- Selfie Filters Lib
app.BaseSelfieFilter = {
	__index = function(t, key)
		if key == "key" then
			return "questID";
		elseif key == "text" then
			return select(1, GetSpellLink(t.spellID));
		elseif key == "link" then
			return "quest:" .. t.questID;
		elseif key == "icon" then
			return select(3, GetSpellInfo(t.spellID));
		elseif key == "trackable" then
			return true;
		elseif key == "collectible" then
			return app.CollectibleSelfieFilters;
		elseif key == "saved" or key == "collected" then
			if IsQuestFlaggedCompleted(t.questID) then
					return 1;
				end
			if app.AccountWideSelfieFilters then
				if t.questID and GetDataSubMember("CollectedQuests", t.questID) then
					return 2;
				end
				if t.altQuestID and GetDataSubMember("CollectedQuests", t.altQuestID) then
					return 2;
			end
			end
		elseif key == "description" then
			if t.crs and #t.crs > 0 then
				for i,id in ipairs(t.crs) do
					return "Take a selfie using your " .. (select(2, GetItemInfo(122674)) or "Selfie Camera MkII") .. " with |cffff8000" .. (NPCNameFromID[id] or "???")
					.. "|r" .. (t.maps and (" in |cffff8000" .. (app.GetMapName(t.maps[1]) or "???") .. "|r.") or ".");
				end
			end
		elseif key == "lvl" then
			return 40;
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateSelfieFilter = function(id, t)
	return setmetatable(constructor(id, t, "questID"), app.BaseSelfieFilter);
end

-- Spell Lib
app.BaseSpell = {
	__index = function(t, key)
		if key == "key" then
			return "spellID";
		elseif key == "text" then
			return t.link;
		elseif key == "icon" then
			return select(3, GetSpellInfo(t.spellID));
		elseif key == "link" then
			if t.itemID and t.filterID ~= 200 and t.f ~= 200 then
				local _, link, _, _, _, _, _, _, _, icon = GetItemInfo(t.itemID);
				if link then
					t.link = link;
					t.icon = icon;
					return link;
				end
			end
			return select(1, GetSpellLink(t.spellID));
		elseif key == "trackable" then
			return true;
		elseif key == "collectible" then
			return false;
		elseif key == "collected" or key == "saved" then
			if app.RecipeChecker("CollectedSpells", t.spellID) then
				return GetTempDataSubMember("CollectedSpells", t.spellID) and 1 or 2;
			end
			if IsSpellKnown(t.spellID) then
				SetTempDataSubMember("CollectedSpells", t.spellID, 1);
				SetDataSubMember("CollectedSpells", t.spellID, 1);
				return 1;
			end
		elseif key == "name" then
			return t.itemID and GetItemInfo(t.itemID);
		elseif key == "specs" then
			if t.itemID then
				return GetFixedItemSpecInfo(t.itemID);
			end
		elseif key == "tsm" then
			if t.itemID then
				return string.format("i:%d", t.itemID);
			end
		elseif key == "skillID" then
			return t.requireSkill;
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateSpell = function(id, t)
	return setmetatable(constructor(id, t, "spellID"), app.BaseSpell);
end

-- Species Lib
(function()
local meta = {
	__index = function(t, key)
--		if C_PetJournal.GetNumCollectedInfo(key) == nil then
--			print("C_PetJournal.GetNumCollectedInfo returns nil on speciesID:", key);
		if C_PetJournal.GetNumCollectedInfo(key) > 0 then
			rawset(t, key, 1);
			return 1;
		end
	end
};
local collectedSpecies = setmetatable({}, meta);
app.events.NEW_PET_ADDED = function(petID)
	local speciesID = select(1, C_PetJournal.GetPetInfoByPetID(petID));
	--print("NEW_PET_ADDED", petID, speciesID);
	if speciesID and C_PetJournal.GetNumCollectedInfo(speciesID) > 0 and not rawget(collectedSpecies, speciesID) then
		rawset(collectedSpecies, speciesID, 1);
		UpdateSearchResults(SearchForField("speciesID", speciesID));
		app:PlayFanfare();
		wipe(searchCache);
	end
end
app.events.PET_JOURNAL_PET_DELETED = function(petID)
	-- /dump C_PetJournal.GetPetInfoByPetID("BattlePet-0-00001006503D")
	-- local speciesID = select(1, C_PetJournal.GetPetInfoByPetID(petID));
	-- NOTE: Above APIs do not work in the DELETED API, THANKS BLIZZARD
	-- print("PET_JOURNAL_PET_DELETED", petID);

	-- Check against all of the collected species for a species that is no longer 1/X
	local atLeastOne = false;
	for speciesID,collected in pairs(collectedSpecies) do
		if C_PetJournal.GetNumCollectedInfo(speciesID) < 1 then
			rawset(collectedSpecies, speciesID, nil);
			atLeastOne = true;
		end
	end
	if atLeastOne then
		app:PlayRemoveSound();
		app:RefreshData(false, true);
		wipe(searchCache);
	end
end
app.BaseSpecies = {
	__index = function(t, key)
		if key == "key" then
			return "speciesID";
		elseif key == "filterID" then
			return 101;
		elseif key == "collectible" then
			return app.CollectibleBattlePets;
		elseif key == "collected" then
			if collectedSpecies[t.speciesID] then
				return 1;
			end
			local altSpeciesID = t.altSpeciesID;
			if altSpeciesID and collectedSpecies[altSpeciesID]then
				return 2;
			end
		elseif key == "text" then
			return "|cff0070dd" .. (select(1, C_PetJournal.GetPetInfoBySpeciesID(t.speciesID)) or "???") .. "|r";
		elseif key == "icon" then
			return select(2, C_PetJournal.GetPetInfoBySpeciesID(t.speciesID));
		elseif key == "description" then
			return select(6, C_PetJournal.GetPetInfoBySpeciesID(t.speciesID));
		elseif key == "displayID" then
			return select(12, C_PetJournal.GetPetInfoBySpeciesID(t.speciesID));
		elseif key == "name" then
			return select(1, C_PetJournal.GetPetInfoBySpeciesID(t.speciesID));
		elseif key == "link" then
			if t.itemID then
				local link = select(2, GetItemInfo(t.itemID));
				if link then
					t.link = link;
					return link;
				end
			end
		elseif key == "tsm" then
			return string.format("p:%d:1:3", t.speciesID);
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateSpecies = function(id, t)
	return setmetatable(constructor(id, t, "speciesID"), app.BaseSpecies);
end
end)();

-- Tier Lib
(function()
	local tierIcons = {
		"Interface\\Addons\\AllTheThings\\assets\\Classic",	-- Classic
		"Interface\\Addons\\AllTheThings\\assets\\Bc",		-- Burning Crusade
		"Interface\\Addons\\AllTheThings\\assets\\woltk",	-- Wrath
		"Interface\\Addons\\AllTheThings\\assets\\Cata",	-- Cata
		"Interface\\Addons\\AllTheThings\\assets\\MoP",		-- Mists
		"Interface\\Addons\\AllTheThings\\assets\\WoD",		-- WoD
		"Interface\\Addons\\AllTheThings\\assets\\leg",		-- Legion
		"Interface\\Addons\\AllTheThings\\assets\\BfA",		-- Battle For Azeroth
		"Interface\\Addons\\AllTheThings\\assets\\SL",		-- Shadowlands
	};
	local tierLevel = {
		1, 	-- Classic
		10,	-- Burning Crusade
		10,	-- Wrath
		10,	-- Cata
		10,	-- Mists
		10,	-- WoD
		10,	-- Legion
		10,	-- Battle For Azeroth
		50,	-- Shadowlands
	};
	local tierDescription = {
		"Four years after the Battle of Mount Hyjal, tensions between the Alliance & the Horde begin to arise once again. Intent on settling the arid region of Durotar, Thrall's new Horde expanded its ranks, inviting the undead Forsaken to join orcs, tauren, & trolls. Meanwhile, dwarves, gnomes & the ancient night elves pledged their loyalties to a reinvigorated Alliance, guided by the human kingdom of Stormwind. After Stormwind's king, Varian Wrynn, mysteriously disappeared, Highlord Bolvar Fordragon served as Regent but his service was marred by the manipulations & mind control of the Onyxia, who ruled in disguise as a human noblewoman. As heroes investigated Onyxia's manipulations, ancient foes surfaced in lands throughout the world to menace Horde & Alliance alike.", 					-- Classic
		"The Burning Crusade is the first expansion. Its main features include an increase of the level cap up to 70, the introduction of the blood elves & the draenei as playable races, & the addition of the world of Outland, along with many new zones, dungeons, items, quests, & monsters.",			-- Burning Crusade
		"Wrath of the Lich King is the second expansion. The majority of the expansion content takes place in Northrend & centers around the plans of the Lich King. Content highlights include the increase of the level cap from 70 to 80, the introduction of the death knight Hero class, & new PvP/World PvP content.",		-- Wrath
		"Cataclysm is the third expansion. Set primarily in a dramatically reforged Kalimdor & Eastern Kingdoms on the world of Azeroth, the expansion follows the return of Deathwing, who causes a new Sundering as he makes his cataclysmic re-entrance into the world from Deepholm. Cataclysm returns players to the two continents of Azeroth for most of their campaigning, opening new zones such as Mount Hyjal, the sunken world of Vashj'ir, Deepholm, Uldum and the Twilight Highlands. It includes two new playable races, the worgen & the goblins. The expansion increases level cap to 85, adds the ability to fly in Kalimdor & Eastern Kingdoms, introduces Archaeology & reforging, & restructures the world itself.",				-- Cata
		"Mists of Pandaria is the fourth expansion pack. The expansion refocuses primarily on the war between the Alliance & Horde, in the wake of the accidental rediscovery of Pandaria. Adventurers rediscover the ancient pandaren people, whose wisdom will help guide them to new destinies; the Pandaren Empire's ancient enemy, the mantid; and their legendary oppressors, the enigmatic mogu. The land changes over time & the conflict between Varian Wrynn & Garrosh Hellscream escalates. As civil war wracks the Horde, the Alliance & forces in the Horde opposed to Hellscream's violent uprising join forces to take the battle directly to Hellscream & his Sha-touched allies in Orgrimmar.",			-- Mists
		"Warlords of Draenor is the fifth expansion. Across Draenor's savage jungles & battle-scarred plains, Azeroth's heroes will engage in a mythic conflict involving mystical draenei champions & mighty orc clans, & cross axes with the likes of Grommash Hellscream, Blackhand, & Ner’zhul at the height of their primal power. Players will need to scour this unwelcoming land in search of allies to help build a desperate defense against the old Horde’s formidable engine of conquest, or else watch their own world’s bloody, war-torn history repeat itself.",	-- WoD
		"Legion is the sixth expansion. Gul'dan is expelled into Azeroth to reopen the Tomb of Sargeras & the gateway to Argus, commencing the third invasion of the Burning Legion. After the defeat at the Broken Shore, the defenders of Azeroth search for the Pillars of Creation, which were Azeroth's only hope for closing the massive demonic portal at the heart of the Tomb. However, the Broken Isles came with their own perils to overcome, from Xavius, to God-King Skovald, to the nightborne, & to Tidemistress Athissa. Khadgar moved Dalaran to the shores of this land, the city serves as a central hub for the heroes. The death knights of Acherus also took their floating necropolis to the Isles. The heroes of Azeroth sought out legendary artifact weapons to wield in battle, but also found unexpected allies in the form of the Illidari. Ongoing conflict between the Alliance & the Horde led to the formation of the class orders, with exceptional commanders putting aside faction to lead their classes in the fight against the Legion.",-- Legion
		"Battle for Azeroth is the seventh expansion. Azeroth paid a terrible price to end the apocalyptic march of the Legion's crusade—but even as the world's wounds are tended, it is the shattered trust between the Alliance and Horde that may prove the hardest to mend. In Battle for Azeroth, the fall of the Burning Legion sets off a series of disastrous incidents that reignites the conflict at the heart of the Warcraft saga. As a new age of warfare begins, Azeroth's heroes must set out on a journey to recruit new allies, race to claim the world's mightiest resources, and fight on several fronts to determine whether the Horde or Alliance will lead Azeroth into its uncertain future.", -- BfA
		"Shadowlands is the eighth expansion. What lies beyond the world you know? The Shadowlands, resting place for every mortal soul—virtuous or vile—that has ever lived.", -- SL
	};
	app.BaseTier = {
		__index = function(t, key)
			if key == "key" then
				return "tierID";
			elseif key == "text" then
				return EJ_GetTierInfo(t.tierID);
			elseif key == "icon" then
				return tierIcons[t.tierID];
			elseif key == "description" then
				return tierDescription[t.tierID];
			elseif key == "lvl" then
				return tierLevel[t.tierID];
			else
				-- Something that isn't dynamic.
				return table[key];
			end
		end
	};
	app.CreateTier = function(id, t)
		local tier = setmetatable(constructor(id, t, "tierID"), app.BaseTier);
		if tier.ordered and tier.g and GetLocale() ~= "enGB" and GetLocale() ~= "enUS" then
			table.sort(tier.g, app.SortGroups);
		end
		return tier
	end
end)();

-- Title Lib
app.BaseTitle = {
	__index = function(t, key)
		if key == "key" then
			return "titleID";
		elseif key == "filterID" then
			return 110;
		elseif key == "icon" then
			return "Interface\\Icons\\Achievement_Guild_DoctorIsIn";
		elseif key == "description" then
			return "Titles are tracked across your account, however, your individual character must qualify for certain titles to be usable on that character.";
		elseif key == "text" then
			local name = t.playerTitle;
			if name then
				name = "|cff00ccff" .. name .. "|r";
				rawset(t, "name", name);
				return name;
			end
		elseif key == "playerTitle" then
			local name = GetTitleName(t.titleID);
			if name then
				local style = t.style;
				if style == 0 then
					-- Prefix
					return name .. UnitName("player");
				elseif style == 1 then
					-- Player Name First
					return UnitName("player") .. name;
				elseif style == 2 then
					-- Player Name First (with space)
					return UnitName("player") .. " " .. name;
				elseif style == 3 then
					-- Comma Separated
					return UnitName("player") .. ", " .. name;
				end
			end
		elseif key == "style" then
			local name = GetTitleName(t.titleID);
			if name then
				local first = string.sub(name, 1, 1);
				if first == " " then
					-- Suffix
					first = string.sub(name, 2, 2);
					if first == string.upper(first) then
						-- Comma Separated
						return 3;
					end

					-- Player Name First
					return 1;
				else
					local last = string.sub(name, -1);
					if last == " " then
						-- Prefix
						return 0;
					end

					-- Suffix
					if first == string.lower(first) then
						-- Player Name First with a space
						return 2;
					end

					-- Comma Separated
					return 3;
				end
			end

			return 1;	-- Player Name First
		elseif key == "collectible" then
			return app.CollectibleTitles;
		elseif key == "trackable" then
			return true;
		elseif key == "saved" or key == "collected" then
			if app.AccountWideTitles then
				if GetDataSubMember("CollectedTitles", t.titleID) then
					return 1;
				end
			else
				if GetTempDataSubMember("CollectedTitles", t.titleID) then
					return 1;
				end
			end
			if IsTitleKnown(t.titleID) then
				SetTempDataSubMember("CollectedTitles", t.titleID, 1);
				SetDataSubMember("CollectedTitles", t.titleID, 1);
				return 1;
			end
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateTitle = function(id, t)
	return setmetatable(constructor(id, t, "titleID"), app.BaseTitle);
end

-- Toy Lib
app.BaseToy = {
	__index = function(t, key)
		if key == "key" then
			return "itemID";
		elseif key == "filterID" then
			return 102;
		elseif key == "collectible" then
			return app.CollectibleToys;
		elseif key == "collected" then
			return GetDataSubMember("CollectedToys", t.itemID);
		elseif key == "isToy" then
			return true;
		elseif key == "text" then
			return C_ToyBox_GetToyLink(t.itemID);
		elseif key == "link" then
			return C_ToyBox_GetToyLink(t.itemID);
		elseif key == "icon" then
			return select(3, C_ToyBox_GetToyInfo(t.itemID));
		elseif key == "name" then
			return select(2, C_ToyBox_GetToyInfo(t.itemID));
		elseif key == "tsm" then
			return string.format("i:%d", t.itemID);
		elseif key == "b" then
			return 2;
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateToy = function(id, t)
	return setmetatable(constructor(id, t, "itemID"), app.BaseToy);
end

-- Vignette Lib
app.BaseVignette = {
	__index = function(t, key)
		if key == "key" then
			return "questID";
		elseif key == "text" then
			if t.qgs then
				local all = true;
				for i,qg in ipairs(t.qgs) do
					if not NPCNameFromID[qg] then
						all = false;
					end
				end
				if all then
					t.name = nil;
					local count = #t.qgs;
					for i=1,count,1 do
						local qg = t.qgs[i];
						if t.name then
							t.name = t.name .. (i < count and ", " or " & ") .. NPCNameFromID[qg];
						else
							t.name = NPCNameFromID[qg];
						end
						if not t.title then
							t.title = NPCTitlesFromID[qg];
						end
					end
					return t.name;
				end
			elseif t.crs then
				local all = true;
				for i,cr in ipairs(t.crs) do
					if not NPCNameFromID[cr] then
						all = false;
					end
				end
				if all then
					t.name = nil;
					local count = #t.crs;
					for i=1,count,1 do
						local cr = t.crs[i];
						if t.name then
							t.name = t.name .. (i < count and ", " or " & ") .. NPCNameFromID[cr];
						else
							t.name = NPCNameFromID[cr];
						end
						if not t.title then
							t.title = NPCTitlesFromID[cr];
						end
					end
					return t.name;
				end
			elseif t.qg then
				if NPCNameFromID[t.qg] then
					t.name = NPCNameFromID[t.qg];
					if not t.title then
						t.title = NPCTitlesFromID[t.qg];
					end
					return t.name;
				end
			elseif t.creatureID then
				if t.creatureID > 0 then
					if NPCNameFromID[t.creatureID] then
						t.name = NPCNameFromID[t.creatureID];
						if not t.title then
							t.title = NPCTitlesFromID[t.creatureID];
						end
						return t.name;
					end
				else
					t.name = L["NPC_ID_NAMES"][t.creatureID];
					return t.name;
				end
			end
			return t.questName;
		elseif key == "questName" then
			return QuestTitleFromID[t.altQuestID and app.FactionID == Enum.FlightPathFaction.Horde and t.altQuestID or t.questID];
		elseif key == "link" then
			return "quest:" .. (t.altQuestID and app.FactionID == Enum.FlightPathFaction.Horde and t.altQuestID or t.questID);
		elseif key == "icon" then
			return "Interface\\Icons\\INV_Misc_Head_Dragon_Black";
		elseif key == "collectible" then
			return t.questID and app.CollectibleAsQuest(t);
		elseif key == "collected" then
			return t.collectible and t.saved;
		elseif key == "repeatable" then
			return t.isDaily or t.isWeekly or t.isMonthly or t.isYearly or t.isWorldQuest;
		elseif key == "saved" then
			return IsQuestFlaggedCompletedForObject(t);
		elseif key == "isVignette" then
			return true;
		else
			-- Something that isn't dynamic.
			return table[key];
		end
	end
};
app.CreateVignette = function(id, t)
	return setmetatable(constructor(id, t, "questID"), app.BaseVignette);
end

-- Filtering
function app.Filter()
	-- Meaning "Don't display."
	return false;
end
function app.NoFilter()
	-- Meaning "Display as expected."
	return true;
end
function app.FilterGroupsByLevel(group)
	-- after 9.0, transition to a req lvl range, either min, or min + max
	if group.lvl then
		local minlvl;
		local maxlvl;
		if type(group.lvl) == "table" then
			minlvl = group.lvl[1];
			maxlvl = group.lvl[2];
		else
			minlvl = group.lvl;
		end

		if maxlvl then
			-- min and max provided
			return app.Level >= minlvl and app.Level <= maxlvl;
		elseif minlvl then
			-- only min provided
			return app.Level >= minlvl;
		end
	end
	-- no level requirement on the group, have to include it
	return true;
end
function app.FilterGroupsByCompletion(group)
	return group.total and (group.progress or 0) < group.total;
end
function app.FilterItemBind(item)
	return item.b == 2 or item.b == 3; -- BoE
end
function app.FilterItemClass(item)
	if app.UnobtainableItemFilter(item) and app.SeasonalItemFilter(item) then
		if app.ItemBindFilter(item) then return true; end
		return app.ItemTypeFilter(item)
			and app.RequireBindingFilter(item)
			and app.RequiredSkillFilter(item.requireSkill)
			and app.ClassRequirementFilter(item)
			and app.RaceRequirementFilter(item);
	end
end
function app.FilterItemClass_RequireClasses(item)
	return not item.nmc;
end
function app.FilterItemClass_RequireItemFilter(item)
	if item.f then
		if app.Settings:GetFilter(item.f) then
			return true;
		else
			return false;
		end
	else
		return true;
	end
end
function app.FilterItemClass_RequireRaces(item)
	return not item.nmr;
end
function app.FilterItemClass_SeasonalItem(item)
   if item.u and L["UNOBTAINABLE_ITEM_REASONS"][item.u][1] > 4 then
	  return GetDataSubMember("SeasonalFilters", item.u);
   else
	  return true
   end
end
function app.FilterItemClass_UnobtainableItem(item)
	if item.u and L["UNOBTAINABLE_ITEM_REASONS"][item.u][1] < 5 then
	   return GetDataSubMember("UnobtainableItemFilters", item.u);
	else
		return true;
	end
end
function app.FilterItemClass_RequireBinding(item)
	if item.b and (item.b == 2 or item.b == 3) then
		return false;
	else
		return true;
	end
end
function app.FilterItemClass_RequiredSkill(requireSkill)
	if requireSkill then
		return app.GetTradeSkillCache()[requireSkill];
	else
		return true;
	end
end
function app.FilterItemSource(sourceInfo)
	return sourceInfo.isCollected;
end
function app.FilterItemSourceUnique(sourceInfo, allSources)
	if sourceInfo.isCollected then
		-- NOTE: This makes it so that the loop isn't necessary.
		return true;
	else
		-- If at least one of the sources of this visual ID was collected, that means that we've acquired the base appearance.
		local item = SearchForSourceIDQuickly(sourceInfo.sourceID);
		if item then
			if item.races then
				-- If the first item is EXPLICITLY race locked...
				for i, sourceID in ipairs(allSources or C_TransmogCollection_GetAllAppearanceSources(sourceInfo.visualID)) do
					if sourceID ~= sourceInfo.sourceID and C_TransmogCollection_PlayerHasTransmogItemModifiedAppearance(sourceID) then
						local otherItem = SearchForSourceIDQuickly(sourceID);
						if otherItem then
							if item.f == otherItem.f or item.f == 2 or otherItem.f == 2 then
								local otherSource = C_TransmogCollection_GetSourceInfo(sourceID);
								if otherSource.categoryID == sourceInfo.categoryID and (otherSource.invType == sourceInfo.invType or sourceInfo.categoryID == 4 --[[CHEST: Robe vs Armor]] or C_Transmog.GetSlotForInventoryType(otherSource.invType) == C_Transmog.GetSlotForInventoryType(sourceInfo.invType)) then
									if otherItem.races then
										-- If the second item is EXPLICITLY race locked...
										if containsAny(otherItem.races, item.races) then
											-- return true;
											-- Okay, great! Is the first item class locked?
											if item.c then
												-- If the first item is class locked...
												if otherItem.c then
													-- If this item is class locked...
													if containsAny(otherItem.c, item.c) then
														-- Since the source item is locked to the same race and class, you unlock the source ID. Congrats, mate!
														return true;
													end
												else
													-- This item is not class locked.
													-- Since the source item is locked to the same race and class, you unlock the source ID. Congrats, mate!
													return true;
												end
											else
												-- If the first item is class locked...
												if otherItem.c then
													-- If this item is class locked...
													-- Sorry bro, you can't do that. That would be cheating.... Or Unique Mode (Main Only).
												else
													-- This item is not class locked.
													-- Since the source item is locked to the same race and class, you unlock the source ID. Congrats, mate!
													return true;
												end
											end
										end
									elseif otherItem.r then
										-- If the second item is FACTION race locked
										if otherItem.r == item.r or containsAny(app.FACTION_RACES[otherItem.r], item.races) then
											-- return true;
											-- Okay, great! Is the first item class locked?
											if item.c then
												-- If the first item is class locked...
												if otherItem.c then
													-- If this item is class locked...
													if containsAny(otherItem.c, item.c) then
														-- Since the source item is locked to the same race and class, you unlock the source ID. Congrats, mate!
														return true;
													end
												else
													-- This item is not class locked.
													-- Since the source item is locked to the same race and class, you unlock the source ID. Congrats, mate!
													return true;
												end
											else
												-- If the first item is class locked...
												if otherItem.c then
													-- If this item is class locked...
													-- Sorry bro, you can't do that. That would be cheating.... Or Unique Mode (Main Only).
												else
													-- This item is not class locked.
													-- Since the source item is locked to the same race and class, you unlock the source ID. Congrats, mate!
													return true;
												end
											end
										end
									else
										-- If the second item is not race locked...
										-- Okay, great! Is the first item class locked?
										if item.c then
											-- If the first item is class locked...
											if otherItem.c then
												-- If this item is class locked...
												if containsAny(otherItem.c, item.c) then
													-- Since the source item is locked to the same race and class, you unlock the source ID. Congrats, mate!
													return true;
												end
											else
												-- This item is not class locked.
												-- Since the source item is locked to the same race and class, you unlock the source ID. Congrats, mate!
												return true;
											end
										else
											-- If the first item is class locked...
											if otherItem.c then
												-- If this item is class locked...
												-- Sorry bro, you can't do that. That would be cheating.... Or Unique Mode (Main Only).
											else
												-- This item is not class locked.
												-- Since the source item is locked to the same race and class, you unlock the source ID. Congrats, mate!
												return true;
											end
										end
									end
								end
							end
						else
							-- OH NOES! It doesn't exist!
							local otherSource = C_TransmogCollection_GetSourceInfo(sourceID);
							if otherSource.categoryID == sourceInfo.categoryID then
								if otherSource.invType == sourceInfo.invType or sourceInfo.categoryID == 4 --[[CHEST: Robe vs Armor]] or C_Transmog.GetSlotForInventoryType(otherSource.invType) == C_Transmog.GetSlotForInventoryType(sourceInfo.invType) then
									-- print("OH NOES! MISSING SOURCE ID ", sourceID, " FOUND THAT YOU HAVE COLLECTED, BUT ATT DOESNT HAVE!!!!");
									return true;
								else
									-- print(otherSource.sourceID, sourceInfo.sourceID, "share appearances, but one is ", sourceInfo.invType, "and the other is", otherSource.invType, sourceInfo.categoryID);
								end
							end
						end
					end
				end
			elseif item.r then
				-- If the first item is FACTION race locked...
				for i, sourceID in ipairs(allSources or C_TransmogCollection_GetAllAppearanceSources(sourceInfo.visualID)) do
					if sourceID ~= sourceInfo.sourceID and C_TransmogCollection_PlayerHasTransmogItemModifiedAppearance(sourceID) then
						local otherItem = SearchForSourceIDQuickly(sourceID);
						if otherItem then
							if item.f == otherItem.f or item.f == 2 or otherItem.f == 2 then
								local otherSource = C_TransmogCollection_GetSourceInfo(sourceID);
								if otherSource.categoryID == sourceInfo.categoryID and (otherSource.invType == sourceInfo.invType or sourceInfo.categoryID == 4 --[[CHEST: Robe vs Armor]] or C_Transmog.GetSlotForInventoryType(otherSource.invType) == C_Transmog.GetSlotForInventoryType(sourceInfo.invType)) then
									if otherItem.r then
										-- If the second item is FACTION race locked
										if otherItem.r == item.r then
											-- return true;
											-- Okay, great! Is the first item class locked?
											if item.c then
												-- If the first item is class locked...
												if otherItem.c then
													-- If this item is class locked...
													if containsAny(otherItem.c, item.c) then
														-- Since the source item is locked to the same race and class, you unlock the source ID. Congrats, mate!
														return true;
													end
												else
													-- This item is not class locked.
													-- Since the source item is locked to the same race and class, you unlock the source ID. Congrats, mate!
													return true;
												end
											else
												-- If the first item is class locked...
												if otherItem.c then
													-- If this item is class locked...
													-- Sorry bro, you can't do that. That would be cheating.... Or Unique Mode (Main Only).
												else
													-- This item is not class locked.
													-- Since the source item is locked to the same race and class, you unlock the source ID. Congrats, mate!
													return true;
												end
											end
										end
									elseif otherItem.races then
										-- If the second item is EXPLICITLY race locked...
										if containsAny(otherItem.races, app.FACTION_RACES[item.r]) then
											-- return true;
											-- Okay, great! Is the first item class locked?
											if item.c then
												-- If the first item is class locked...
												if otherItem.c then
													-- If this item is class locked...
													if containsAny(otherItem.c, item.c) then
														-- Since the source item is locked to the same race and class, you unlock the source ID. Congrats, mate!
														return true;
													end
												else
													-- This item is not class locked.
													-- Since the source item is locked to the same race and class, you unlock the source ID. Congrats, mate!
													return true;
												end
											else
												-- If the first item is class locked...
												if otherItem.c then
													-- If this item is class locked...
													-- Sorry bro, you can't do that. That would be cheating.... Or Unique Mode (Main Only).
												else
													-- This item is not class locked.
													-- Since the source item is locked to the same race and class, you unlock the source ID. Congrats, mate!
													return true;
												end
											end
										end
									else
										-- If the second item is not race locked...
										-- Okay, great! Is the first item class locked?
										if item.c then
											-- If the first item is class locked...
											if otherItem.c then
												-- If this item is class locked...
												if containsAny(otherItem.c, item.c) then
													-- Since the source item is locked to the same race and class, you unlock the source ID. Congrats, mate!
													return true;
												end
											else
												-- This item is not class locked.
												-- Since the source item is locked to the same race and class, you unlock the source ID. Congrats, mate!
												return true;
											end
										else
											-- If the first item is class locked...
											if otherItem.c then
												-- If this item is class locked...
												-- Sorry bro, you can't do that. That would be cheating.... Or Unique Mode (Main Only).
											else
												-- This item is not class locked.
												-- Since the source item is locked to the same race and class, you unlock the source ID. Congrats, mate!
												return true;
											end
										end
									end
								end
							end
						else
							-- OH NOES! It doesn't exist!
							local otherSource = C_TransmogCollection_GetSourceInfo(sourceID);
							if otherSource.categoryID == sourceInfo.categoryID then
								if otherSource.invType == sourceInfo.invType or sourceInfo.categoryID == 4 --[[CHEST: Robe vs Armor]] or C_Transmog.GetSlotForInventoryType(otherSource.invType) == C_Transmog.GetSlotForInventoryType(sourceInfo.invType) then
									-- print("OH NOES! MISSING SOURCE ID ", sourceID, " FOUND THAT YOU HAVE COLLECTED, BUT ATT DOESNT HAVE!!!!");
									return true;
								else
									-- print(otherSource.sourceID, sourceInfo.sourceID, "share appearances, but one is ", sourceInfo.invType, "and the other is", otherSource.invType, sourceInfo.categoryID);
								end
							end
						end
					end
				end
			else
				-- If the first item is not race locked...
				-- Okay, great! Is the first item class locked?
				if item.c then
					for i, sourceID in ipairs(allSources or C_TransmogCollection_GetAllAppearanceSources(sourceInfo.visualID)) do
						if sourceID ~= sourceInfo.sourceID and C_TransmogCollection_PlayerHasTransmogItemModifiedAppearance(sourceID) then
							local otherItem = SearchForSourceIDQuickly(sourceID);
							if otherItem then
								if item.f == otherItem.f or item.f == 2 or otherItem.f == 2 then
									local otherSource = C_TransmogCollection_GetSourceInfo(sourceID);
									if otherSource.categoryID == sourceInfo.categoryID and (otherSource.invType == sourceInfo.invType or sourceInfo.categoryID == 4 --[[CHEST: Robe vs Armor]] or C_Transmog.GetSlotForInventoryType(otherSource.invType) == C_Transmog.GetSlotForInventoryType(sourceInfo.invType)) then
										if not otherItem.r and not otherItem.races then
											-- If this item is not race or faction locked...
											if otherItem.c then
												-- If this item is class locked...
												if containsAny(otherItem.c, item.c) then
													-- Since the source item is locked to the same race and class, you unlock the source ID. Congrats, mate!
													return true;
												end
											else
												-- This item is not class locked.
												-- Since the source item is locked to the same race and class, you unlock the source ID. Congrats, mate!
												return true;
											end
										end
									end
								end
							else
								-- OH NOES! It doesn't exist!
								local otherSource = C_TransmogCollection_GetSourceInfo(sourceID);
								if otherSource.categoryID == sourceInfo.categoryID then
									if otherSource.invType == sourceInfo.invType or sourceInfo.categoryID == 4 --[[CHEST: Robe vs Armor]] or C_Transmog.GetSlotForInventoryType(otherSource.invType) == C_Transmog.GetSlotForInventoryType(sourceInfo.invType) then
										-- print("OH NOES! MISSING SOURCE ID ", sourceID, " FOUND THAT YOU HAVE COLLECTED, BUT ATT DOESNT HAVE!!!!");
										return true;
									else
										-- print(otherSource.sourceID, sourceInfo.sourceID, "share appearances, but one is ", sourceInfo.invType, "and the other is", otherSource.invType, sourceInfo.categoryID);
									end
								end
							end
						end
					end
				else
					for i, sourceID in ipairs(allSources or C_TransmogCollection_GetAllAppearanceSources(sourceInfo.visualID)) do
						if sourceID ~= sourceInfo.sourceID and C_TransmogCollection_PlayerHasTransmogItemModifiedAppearance(sourceID) then
							local otherItem = SearchForSourceIDQuickly(sourceID);
							if otherItem then
								if item.f == otherItem.f or item.f == 2 or otherItem.f == 2 then
									local otherSource = C_TransmogCollection_GetSourceInfo(sourceID);
									if otherSource.categoryID == sourceInfo.categoryID and (otherSource.invType == sourceInfo.invType or sourceInfo.categoryID == 4 --[[CHEST: Robe vs Armor]] or C_Transmog.GetSlotForInventoryType(otherSource.invType) == C_Transmog.GetSlotForInventoryType(sourceInfo.invType)) then
										if not otherItem.r and not otherItem.races and not otherItem.c then
											-- If this item is not class, race or faction locked, you unlock the source ID. Congrats, mate!
											return true;
										end
									end
								end
							else
								-- OH NOES! It doesn't exist!
								local otherSource = C_TransmogCollection_GetSourceInfo(sourceID);
								if otherSource.categoryID == sourceInfo.categoryID then
									if otherSource.invType == sourceInfo.invType or sourceInfo.categoryID == 4 --[[CHEST: Robe vs Armor]] or C_Transmog.GetSlotForInventoryType(otherSource.invType) == C_Transmog.GetSlotForInventoryType(sourceInfo.invType) then
										-- print("OH NOES! MISSING SOURCE ID ", sourceID, " FOUND THAT YOU HAVE COLLECTED, BUT ATT DOESNT HAVE!!!!");
										return true;
									else
										-- print(otherSource.sourceID, sourceInfo.sourceID, "share appearances, but one is ", sourceInfo.invType, "and the other is", otherSource.invType, sourceInfo.categoryID);
									end
								end
							end
						end
					end
				end
			end
		end
		return false;
	end
end
function app.FilterItemSourceUniqueOnlyMain(sourceInfo, allSources)
	if sourceInfo.isCollected then
		-- NOTE: This makes it so that the loop isn't necessary.
		return true;
	else
		-- If at least one of the sources of this visual ID was collected, that means that we've acquired the base appearance.
		local item = SearchForSourceIDQuickly(sourceInfo.sourceID);
		if item and not item.nmc and not item.nmr then
			-- This item is for my race and class.
			for i, sourceID in ipairs(allSources or C_TransmogCollection_GetAllAppearanceSources(sourceInfo.visualID)) do
				if sourceID ~= sourceInfo.sourceID and C_TransmogCollection_PlayerHasTransmogItemModifiedAppearance(sourceID) then
					local otherItem = SearchForSourceIDQuickly(sourceID);
					if otherItem and (item.f == otherItem.f or item.f == 2 or otherItem.f == 2) and not otherItem.nmc and not otherItem.nmr then
						return true; -- Okay, fine. You are this class/race. Enjoy your +1, cheater. D:
					end
				end
			end
		end
		return false;
	end
end
function app.FilterItemTrackable(group)
	return group.trackable;
end
function app.ObjectVisibilityFilter(group)
	return group.visible;
end

-- Default Filter Settings (changed in VARIABLES_LOADED and in the Options Menu)
app.VisibilityFilter = app.ObjectVisibilityFilter;
app.GroupFilter = app.FilterItemClass;
app.GroupRequirementsFilter = app.NoFilter;
app.GroupVisibilityFilter = app.NoFilter;
app.ItemBindFilter = app.FilterItemBind;
app.ItemSourceFilter = app.FilterItemSource;
app.ItemTypeFilter = app.NoFilter;
app.CollectedItemVisibilityFilter = app.NoFilter;
app.ClassRequirementFilter = app.NoFilter;
app.RaceRequirementFilter = app.NoFilter;
app.RequireBindingFilter = app.NoFilter;
app.SeasonalItemFilter = app.NoFilter;
app.UnobtainableItemFilter = app.NoFilter;
app.RequiredSkillFilter = app.NoFilter;
app.ShowIncompleteThings = app.Filter;

-- Recursive Checks
-- Recursively check outwards to find if any parent group restricts the filter for this character
app.RecursiveGroupRequirementsFilter = function(group)
	if app.GroupRequirementsFilter(group) and app.GroupFilter(group) then
		-- if this group is an actual in-game 'thing', there's no reason to continue checking the parents, since it can exist on its own
		local key = group.key;
		local id = key and tonumber(group[key]);
		if id and id > 0 and
			(key == "npcID" or
			key == "creatureID" or
			key == "objectID" or
			key == "questID" or
			(key == "itemID" and app.FilterItemBind(group))) then
			return true;
		elseif group.parent then return app.RecursiveGroupRequirementsFilter(group.parent); end
		return true;
	end
	return false;
end
app.RecursiveClassAndRaceFilter = function(group)
	if app.ClassRequirementFilter(group) and app.RaceRequirementFilter(group) then
		if group.parent then return app.RecursiveClassAndRaceFilter(group.parent); end
		return true;
	end
	return false;
end
app.RecursiveUnobtainableFilter = function(group)
	if app.UnobtainableItemFilter(group) then
		if group.parent then return app.RecursiveUnobtainableFilter(group.parent); end
		return true;
	end
	return false;
end
app.RecursiveFirstParentWithField = function(group, field)
	if group then
		if group[field] then
			return group[field];
		else
			if group.parent then
				return app.RecursiveFirstParentWithField(group.parent, field)
			end
		end
	end
end
app.RecursiveIsDescendantOfParentWithValue = function(group, field, value)
	if group then
		if group[field] and group[field] == value then
			return true
		else
			if group.parent then
				return app.RecursiveIsDescendantOfParentWithValue(group.parent, field, value)
			end
		end
	end
	return false;
end

-- Processing Functions (Coroutines)
local UpdateGroup, UpdateGroups;
UpdateGroup = function(parent, group, defaultVisibility)
	-- Determine if this user can enter the instance or acquire the item.
	if app.GroupRequirementsFilter(group) then
		-- Check if this is a group
		if group.g then
			-- If this item is collectible, then mark it as such.
			if group.collectible then
				-- An item is a special case where it may have both an appearance and a set of items
				group.progress = group.collected and 1 or 0;
				group.total = 1;
			elseif group.s and group.s < 1 then
				-- This item is missing its source ID. :(
				group.progress = 0;
				group.total = 1;
			else
				-- Default to 0 for both
				group.progress = 0;
				group.total = 0;
			end

			-- If the 'can equip' filter says true
			if app.GroupFilter(group) then
				-- Update the subgroups recursively
				UpdateGroups(group, group.g, defaultVisibility);

				-- increment the parent group's stats
				parent.total = (parent.total or 0) + group.total;
				parent.progress = (parent.progress or 0) + group.progress;
				-- If this group needs to be shown due to child groups, then make it visible and skip other logic
				if group.visible == 1 then
					group.visible = true;
					-- if this group is visible ensure parent is also visible
					parent.visible = 1;
				-- If this group is trackable, then we should show it.
				elseif group.total > 0 and app.GroupVisibilityFilter(group) then
					group.visible = true;
				elseif group.trackable and app.ShowIncompleteThings(group) then
					-- If this group is trackable, then we should show it.
					group.visible = not group.saved or app.CollectedItemVisibilityFilter(group);
					-- if this group is visible ensure parent is also visible
					if group.visible then parent.visible = 1; end
				else
					-- Hide this group. We aren't filtering for it.
					group.visible = defaultVisibility;
				end
			else
				-- Hide this group. We aren't filtering for it.
				group.visible = defaultVisibility;
			end
		else
			-- If the 'can equip' filter says true
			if app.GroupFilter(group) then
				if group.collectible then
					-- Increment the parent group's totals.
					parent.total = (parent.total or 0) + (group.total or 1);

					-- If we've collected the item, use the "Show Collected Items" filter.
					if group.collected then
						group.visible = app.CollectedItemVisibilityFilter(group);
						parent.progress = (parent.progress or 0) + (group.progress or 1);
					else
						group.visible = true;
						-- if this group is visible, ensure parent is also visible
						parent.visible = 1;
					end
				elseif group.trackable and app.ShowIncompleteThings(group) then
					-- If this group is trackable, then we should show it.
					group.visible = not group.saved or app.CollectedItemVisibilityFilter(group);
					-- if this group is visible, ensure parent is also visible
					if group.visible then parent.visible = 1; end
				else
					-- Hide this group.
					group.visible = defaultVisibility;
				end
			else
				-- Hide this group. We aren't filtering for it.
				group.visible = defaultVisibility;
			end
		end
	else
		-- This group doesn't meet requirements.
		group.visible = defaultVisibility;
	end

	if group.OnUpdate then group:OnUpdate(); end
end
UpdateGroups = function(parent, g, defaultVis)
	if g then
		-- whenever updating a group, ensure values are set if not
		if not parent.total then parent.total = 0; end
		if not parent.progress then parent.progress = 0; end
		-- default visibility for group updates is debug mode itself
		-- this way 'collected' stuff can be hidden while un-collectible stuff can be shown
		local defaultVisibility = defaultVis or app.Settings:Get("DebugMode");
		-- print("updategroup",parent.text);
		for key, group in ipairs(g) do
			app:CheckYieldHelper();
			UpdateGroup(parent, group, defaultVisibility);
		end
	end
end
local function UpdateParentProgress(group)
	group.progress = group.progress + 1;

	-- Continue on to this object's parent.
	if group.parent then
		if group.visible then
			-- If we were initially visible, then update the parent.
			UpdateParentProgress(group.parent);

			-- If this group is trackable, then we should show it.
			if app.GroupVisibilityFilter(group) then
				group.visible = true;
			elseif app.ShowIncompleteThings(group) then
				group.visible = not group.saved;
			else
				group.visible = false;
			end
		end
	end
end
app.UpdateGroups = UpdateGroups;
app.UpdateParentProgress = UpdateParentProgress;

-- Helper Methods
-- The following Helper Methods are used when you obtain a new appearance.
function app.CompletionistItemCollectionHelper(sourceID, oldState)
	-- Search ATT for the related sources.
	local searchResults = SearchForField("s", sourceID);
	if searchResults and #searchResults > 0 then
		-- Show the collection message.
		if app.Settings:GetTooltipSetting("Report:Collected") then
			local firstMatch = searchResults[1];
			print(format(L["ITEM_ID_ADDED"], firstMatch.text or ("|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r"), firstMatch.itemID));
		end

		-- Attempt to cleanly refresh the data.
		local fresh = false;

		-- Mark all results as marked. This prevents a double +1 on parents.
		for i,result in ipairs(searchResults) do
			if result.visible and result.parent and result.parent.total then
				result.marked = true;
			end
		end

		-- Only unmark and +1 marked search results.
		for i,result in ipairs(searchResults) do
			if result.marked then
				result.marked = nil;
				if result.total then
					-- This is an item that has a relative set of groups
					UpdateParentProgress(result);

					-- If this is NOT a group...
					if not result.g then
						-- If we've collected the item, use the "Show Collected Items" filter.
						result.visible = app.CollectedItemVisibilityFilter(result);
					end
				else
					UpdateParentProgress(result.parent);

					-- If we've collected the item, use the "Show Collected Items" filter.
					result.visible = app.CollectedItemVisibilityFilter(result);
				end
				fresh = true;
			end
		end

		-- If the data is fresh, don't force a refresh.
		app:RefreshData(fresh, true);
	else
		-- Show the collection message.
		if app.Settings:GetTooltipSetting("Report:Collected") then
			-- Use the Blizzard API... We don't have this item in the addon.
			-- NOTE: The itemlink that gets passed is BASE ITEM LINK, not the full item link.
			-- So this may show green items where an epic was obtained. (particularly with Legion drops)
			-- This is okay since items of this type share their appearance regardless of the power of the item.
			local sourceInfo = C_TransmogCollection_GetSourceInfo(sourceID);
			if sourceInfo then
				local name, link = GetItemInfo(sourceInfo.itemID);
				print(format(L["ITEM_ID_ADDED_MISSING"], link or name or ("|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r"), sourceInfo.itemID));
			else
				print(format(L["ITEM_ID_ADDED_MISSING"], "|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r", "???"));
			end
		end
	end
end
function app.UniqueModeItemCollectionHelperBase(sourceID, oldState, filter)
	-- Get the source info for this source ID.
	local sourceInfo = C_TransmogCollection_GetSourceInfo(sourceID);
	if sourceInfo then
		-- Go through all of the shared appearances and see if we're "unlocked" any of them.
		local unlockedSourceIDs, allSources = {}, C_TransmogCollection_GetAllAppearanceSources(sourceInfo.visualID);
		for i, otherSourceID in ipairs(allSources) do
			-- If this isn't the source we already did work on and we haven't already completed it
			if otherSourceID ~= sourceID and not GetDataSubMember("CollectedSources", otherSourceID) then
				local otherSourceInfo = C_TransmogCollection_GetSourceInfo(otherSourceID);
				if otherSourceInfo and filter(otherSourceInfo, allSources) then
					SetDataSubMember("CollectedSources", otherSourceID, otherSourceInfo.isCollected and 1 or 2);
					tinsert(unlockedSourceIDs, otherSourceID);
				end
			end
		end

		-- Attempt to cleanly refresh the data.
		local fresh, searchResults = false, nil;
		if #unlockedSourceIDs > 0 then
			for i, otherSourceID in ipairs(unlockedSourceIDs) do
				-- Search ATT for this source ID.
				searchResults = SearchForField("s", otherSourceID);
				if searchResults and #searchResults > 0 then
					for j,result in ipairs(searchResults) do
						if result.visible and result.parent and result.parent.total then
							if result.total then
								-- This is an item that has a relative set of groups
								UpdateParentProgress(result);

								-- If this is NOT a group...
								if not result.g then
									-- If we've collected the item, use the "Show Collected Items" filter.
									result.visible = app.CollectedItemVisibilityFilter(result);
								end
							else
								UpdateParentProgress(result.parent);

								-- If we've collected the item, use the "Show Collected Items" filter.
								result.visible = app.CollectedItemVisibilityFilter(result);
							end
							fresh = true;
						end
					end
				end
			end
		end

		-- Search for the item that actually was unlocked.
		searchResults = SearchForField("s", sourceID);
		if searchResults and #searchResults > 0 then
			if oldState == 0 then
				for i,result in ipairs(searchResults) do
					if result.visible and result.parent and result.parent.total then
						if result.total then
							-- This is an item that has a relative set of groups
							UpdateParentProgress(result);

							-- If this is NOT a group...
							if not result.g then
								-- If we've collected the item, use the "Show Collected Items" filter.
								result.visible = app.CollectedItemVisibilityFilter(result);
							end
						else
							UpdateParentProgress(result.parent);

							-- If we've collected the item, use the "Show Collected Items" filter.
							result.visible = app.CollectedItemVisibilityFilter(result);
						end
						fresh = true;
					end
				end
			end

			-- Show the collection message.
			if app.Settings:GetTooltipSetting("Report:Collected") then
				local firstMatch = searchResults[1];
				print(format(L[#unlockedSourceIDs > 0 and "ITEM_ID_ADDED_SHARED" or "ITEM_ID_ADDED"],
					firstMatch.text or ("|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r"), firstMatch.itemID, #unlockedSourceIDs));
			end
		else
			-- Show the collection message.
			if app.Settings:GetTooltipSetting("Report:Collected") then
				-- Use the Blizzard API... We don't have this item in the addon.
				-- NOTE: The itemlink that gets passed is BASE ITEM LINK, not the full item link.
				-- So this may show green items where an epic was obtained. (particularly with Legion drops)
				-- This is okay since items of this type share their appearance regardless of the power of the item.
				local name, link = GetItemInfo(sourceInfo.itemID);
				print(format(L[#unlockedSourceIDs > 0 and "ITEM_ID_ADDED_SHARED_MISSING" or "ITEM_ID_ADDED_MISSING"],
					link or name or ("|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r"), sourceInfo.itemID, #unlockedSourceIDs));
			end
		end

		-- If the data is fresh, don't force a refresh.
		app:RefreshData(fresh, true);
	end
end
function app.UniqueModeItemCollectionHelper(sourceID, oldState)
	return app.UniqueModeItemCollectionHelperBase(sourceID, oldState, app.FilterItemSourceUnique);
end
function app.UniqueModeItemCollectionHelperOnlyMain(sourceID, oldState)
	return app.UniqueModeItemCollectionHelperBase(sourceID, oldState, app.FilterItemSourceUniqueOnlyMain);
end
app.ActiveItemCollectionHelper = app.CompletionistItemCollectionHelper;

function app.CompletionistItemRemovalHelper(sourceID, oldState)
	-- Search ATT for the related sources.
	local searchResults = SearchForField("s", sourceID);
	if searchResults and #searchResults > 0 then
		-- Show the collection message.
		if app.Settings:GetTooltipSetting("Report:Collected") then
			local firstMatch = searchResults[1];
			print(format(L["ITEM_ID_ADDED"], firstMatch.text or ("|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r"), firstMatch.itemID));
		end

		-- Attempt to cleanly refresh the data.
		local fresh = false;
		for i,result in ipairs(searchResults) do
			if result.visible and result.parent and result.parent.total then
				if result.total then
					-- This is an item that has a relative set of groups
					UpdateParentProgress(result);

					-- If this is NOT a group...
					if not result.g then
						-- If we've collected the item, use the "Show Collected Items" filter.
						result.visible = app.CollectedItemVisibilityFilter(result);
					end
				else
					UpdateParentProgress(result.parent);

					-- If we've collected the item, use the "Show Collected Items" filter.
					result.visible = app.CollectedItemVisibilityFilter(result);
				end
				fresh = true;
			end
		end

		-- If the data is fresh, don't force a refresh.
		app:RefreshData(fresh, true);
	else
		-- Show the collection message.
		if app.Settings:GetTooltipSetting("Report:Collected") then
			-- Use the Blizzard API... We don't have this item in the addon.
			-- NOTE: The itemlink that gets passed is BASE ITEM LINK, not the full item link.
			-- So this may show green items where an epic was obtained. (particularly with Legion drops)
			-- This is okay since items of this type share their appearance regardless of the power of the item.
			local sourceInfo = C_TransmogCollection_GetSourceInfo(sourceID);
			if sourceInfo then
				local name, link = GetItemInfo(sourceInfo.itemID);
				print(format(L["ITEM_ID_ADDED_MISSING"], link or name or ("|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r"), sourceInfo.itemID));
			else
				print(format(L["ITEM_ID_ADDED_MISSING"], "|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r", "???"));
			end
		end

		-- If the item isn't in the list, then don't bother refreshing the data.
		-- app:RefreshData(true, true);
	end
end
function app.UniqueModeItemRemovalHelperBase(sourceID, oldState, filter)
	-- Get the source info for this source ID.
	local sourceInfo = C_TransmogCollection_GetSourceInfo(sourceID);
	if sourceInfo then
		-- Go through all of the shared appearances and see if we're "unlocked" any of them.
		local unlockedSourceIDs, allSources = {}, C_TransmogCollection_GetAllAppearanceSources(sourceInfo.visualID);
		for i, otherSourceID in ipairs(allSources) do
			-- If this isn't the source we already did work on and we haven't already completed it
			if otherSourceID ~= sourceID and not GetDataSubMember("CollectedSources", otherSourceID) then
				local otherSourceInfo = C_TransmogCollection_GetSourceInfo(otherSourceID);
				if otherSourceInfo and filter(otherSourceInfo, allSources) then
					SetDataSubMember("CollectedSources", otherSourceID, otherSourceInfo.isCollected and 1 or 2);
					tinsert(unlockedSourceIDs, otherSourceID);
				end
			end
		end

		-- Attempt to cleanly refresh the data.
		local fresh, searchResults = false, nil;
		if #unlockedSourceIDs > 0 then
			for i, otherSourceID in ipairs(unlockedSourceIDs) do
				-- Search ATT for this source ID.
				searchResults = SearchForField("s", otherSourceID);
				if searchResults and #searchResults > 0 then
					for j,result in ipairs(searchResults) do
						if result.visible and result.parent and result.parent.total then
							if result.total then
								-- This is an item that has a relative set of groups
								UpdateParentProgress(result);

								-- If this is NOT a group...
								if not result.g then
									-- If we've collected the item, use the "Show Collected Items" filter.
									result.visible = app.CollectedItemVisibilityFilter(result);
								end
							else
								UpdateParentProgress(result.parent);

								-- If we've collected the item, use the "Show Collected Items" filter.
								result.visible = app.CollectedItemVisibilityFilter(result);
							end
							fresh = true;
						end
					end
				end
			end
		end

		-- Search for the item that actually was unlocked.
		searchResults = SearchForField("s", sourceID);
		if searchResults and #searchResults > 0 then
			if oldState == 0 then
				for i,result in ipairs(searchResults) do
					if result.visible and result.parent and result.parent.total then
						if result.total then
							-- This is an item that has a relative set of groups
							UpdateParentProgress(result);

							-- If this is NOT a group...
							if not result.g then
								-- If we've collected the item, use the "Show Collected Items" filter.
								result.visible = app.CollectedItemVisibilityFilter(result);
							end
						else
							UpdateParentProgress(result.parent);

							-- If we've collected the item, use the "Show Collected Items" filter.
							result.visible = app.CollectedItemVisibilityFilter(result);
						end
						fresh = true;
					end
				end
			end

			-- Show the collection message.
			if app.Settings:GetTooltipSetting("Report:Collected") then
				local firstMatch = searchResults[1];
				print(format(L[#unlockedSourceIDs > 0 and "ITEM_ID_ADDED_SHARED" or "ITEM_ID_ADDED"],
					firstMatch.text or ("|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r"), firstMatch.itemID, #unlockedSourceIDs));
			end
		else
			-- Show the collection message.
			if app.Settings:GetTooltipSetting("Report:Collected") then
				-- Use the Blizzard API... We don't have this item in the addon.
				-- NOTE: The itemlink that gets passed is BASE ITEM LINK, not the full item link.
				-- So this may show green items where an epic was obtained. (particularly with Legion drops)
				-- This is okay since items of this type share their appearance regardless of the power of the item.
				local name, link = GetItemInfo(sourceInfo.itemID);
				print(format(L[#unlockedSourceIDs > 0 and "ITEM_ID_ADDED_SHARED_MISSING" or "ITEM_ID_ADDED_MISSING"],
					link or name or ("|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r"), sourceInfo.itemID, #unlockedSourceIDs));
			end
		end

		-- If the data is fresh, don't force a refresh.
		app:RefreshData(fresh, true);
	end
end
function app.UniqueModeItemRemovalHelper(sourceID, oldState)
	return app.UniqueModeItemRemovalHelperBase(sourceID, oldState, app.FilterItemSourceUnique);
end
function app.UniqueModeItemRemovalHelperOnlyMain(sourceID, oldState)
	return app.UniqueModeItemRemovalHelperBase(sourceID, oldState, app.FilterItemSourceUniqueOnlyMain);
end
app.ActiveItemRemovalHelper = app.CompletionistItemRemovalHelper;

function app.GetNumberOfItemsUntilNextPercentage(progress, total)
	if total <= progress then
		return "|c" .. GetProgressColor(1) .. "YOU DID IT!|r";
	else
		local originalPercent = progress / total;
		local nextPercent = math.ceil(originalPercent * 100);
		local roundedPercent = nextPercent * 0.01;
		local diff = math.ceil(total * (roundedPercent - originalPercent));
		if diff < 1 then
			return "|c" .. GetProgressColor(1) .. (total - progress) .. " THINGS UNTIL 100%|r";
		elseif diff == 1 then
			return "|c" .. GetProgressColor(roundedPercent) .. diff .. " THING UNTIL " .. nextPercent .. "%|r";
		else
			return "|c" .. GetProgressColor(roundedPercent) .. diff .. " THINGS UNTIL " .. nextPercent .. "%|r";
		end
	end
end
function app.QuestCompletionHelper(questID)
	-- Search ATT for the related quests.
	local searchResults = SearchForField("questID", questID);
	if searchResults and #searchResults > 0 then
		-- Only increase progress for Quests as Collectible users.
		if app.CollectibleQuests then
			-- Attempt to cleanly refresh the data.
			for i,result in ipairs(searchResults) do
				if result.visible and result.parent and result.parent.total then
					result.marked = true;
				end
			end
			for i,result in ipairs(searchResults) do
				if result.marked then
					result.marked = nil;
					if result.total then
						-- This is an item that has a relative set of groups
						UpdateParentProgress(result);

						-- If this is NOT a group...
						if not result.g and result.collectible then
							-- If we've collected the item, use the "Show Collected Items" filter.
							result.visible = app.CollectedItemVisibilityFilter(result);
						end
					else
						UpdateParentProgress(result.parent);

						if result.collectible then
							-- If we've collected the item, use the "Show Collected Items" filter.
							result.visible = app.CollectedItemVisibilityFilter(result);
						end
					end
				end
			end
		end

		-- Don't force a full refresh.
		app:RefreshData(true, true);
	end
end
-- helps prevent coroutines running longer than 1 second per frame, not sure we can get a finer time resolution like this...
function app:CheckYieldHelper()
	if coroutine.running() then
		-- first call, then set the next yield
		if not app.nextYield then app.nextYield = time(); end
		if app.nextYield < time() then
			app.nextYield = time();
			-- print("yieldHelper",app.nextYield);
			coroutine.yield();
		end
	end
end
-- receives a key and a function which returns the value to be set for
-- that key in the CustomCollectibility data member based on the current value
app.CustomCollects = {};
function app.SetCustomCollectibility(key, func)
	local playerKey = key .. "-" .. app.GUID;
	local cc = GetDataMember("CustomCollectibility", {});
	-- print("cached",playerKey,type(cc),cc,cc[playerKey]);
	local result = func(cc[playerKey]);
	if result ~= nil then
		-- print("saved",playerKey,result);
		app.CustomCollects[key] = result;
		cc[playerKey] = result;
		SetDataMember("CustomCollectibility", cc);
	end
end

local function MinimapButtonOnClick(self, button)
	if button == "RightButton" then
		app.Settings:Open();
	else
		-- Left Button
		if IsShiftKeyDown() then
			app.RefreshCollections();
		elseif IsAltKeyDown() or IsControlKeyDown() then
			app.ToggleMiniListForCurrentZone();
		else
			app.ToggleMainList();
		end
	end
end
local function MinimapButtonOnEnter(self)
	local reference = app:GetDataCache();
	GameTooltip:SetOwner(self, "ANCHOR_LEFT");
	GameTooltip:ClearLines();
	GameTooltip:AddDoubleLine(L["TITLE"], GetProgressColorText(reference.progress, reference.total));
	GameTooltip:AddDoubleLine(app.Settings:GetModeString(), app.GetNumberOfItemsUntilNextPercentage(reference.progress, reference.total), 1, 1, 1);
	GameTooltip:AddLine(L["DESCRIPTION"], 0.4, 0.8, 1, 1);
	GameTooltip:AddLine(L["MINIMAP_MOUSEOVER_TEXT"], 1, 1, 1);
	GameTooltip:Show();
	GameTooltipIcon:SetSize(72,72);
	GameTooltipIcon:ClearAllPoints();
	GameTooltipIcon:SetPoint("TOPRIGHT", GameTooltip, "TOPLEFT", 0, 0);
	GameTooltipIcon.icon:SetTexture(reference.preview or reference.icon);
	local texcoord = reference.previewtexcoord or reference.texcoord;
	if texcoord then
		GameTooltipIcon.icon:SetTexCoord(texcoord[1], texcoord[2], texcoord[3], texcoord[4]);
	else
		GameTooltipIcon.icon:SetTexCoord(0, 1, 0, 1);
	end
	GameTooltipIcon:Show();
end
local function MinimapButtonOnLeave()
	GameTooltip:Hide();
	GameTooltipIcon.icon.Background:Hide();
	GameTooltipIcon.icon.Border:Hide();
	GameTooltipIcon:Hide();
	GameTooltipModel:Hide();
end
local function CreateMinimapButton()
	-- Create the Button for the Minimap frame. Create a local and non-local copy.
	local size = app.Settings:GetTooltipSetting("MinimapSize");
	local button = CreateFrame("BUTTON", app:GetName() .. "-Minimap", Minimap);
	button:SetPoint("CENTER", 0, 0);
	button:SetFrameStrata("HIGH");
	button:SetMovable(true);
	button:EnableMouse(true);
	button:RegisterForDrag("LeftButton", "RightButton");
	button:RegisterForClicks("LeftButtonUp", "RightButtonUp");
	button:SetSize(size, size);

	-- Create the Button Texture
	local texture = button:CreateTexture(nil, "BACKGROUND");
	texture:SetATTSprite("base_36x36", 429, 217, 36, 36, 512, 256);
	--texture:SetATTSprite("in_game_logo", 430, 75, 53, 59, 512, 256);
	--texture:SetScale(53 / 64, 59 / 64);
	texture:SetPoint("CENTER", 0, 0);
	texture:SetAllPoints();
	button.texture = texture;

	-- Create the Button Texture
	local oldtexture = button:CreateTexture(nil, "BACKGROUND");
	oldtexture:SetPoint("CENTER", 0, 0);
	oldtexture:SetTexture(L["LOGO_SMALL"]);
	oldtexture:SetSize(21, 21);
	oldtexture:SetTexCoord(0,1,0,1);
	button.oldtexture = oldtexture;

	-- Create the Button Tracking Border
	local border = button:CreateTexture(nil, "BORDER");
	border:SetTexture("Interface\\Minimap\\MiniMap-TrackingBorder");
	border:SetPoint("CENTER", 12, -12);
	border:SetSize(56, 56);
	button.border = border;
	button.UpdateStyle = function(self)
		if app.Settings:GetTooltipSetting("MinimapStyle") then
			self:SetHighlightTexture("Interface\\Minimap\\UI-Minimap-ZoomButton-Highlight", "ADD");
			self:GetHighlightTexture():SetTexCoord(0,1,0,1);
			self:GetHighlightTexture():SetAlpha(1);
			self.texture:Hide();
			self.oldtexture:Show();
			self.border:Show();
		else
			self:SetATTHighlightSprite("epic_36x36", 297, 215, 36, 36, 512, 256):SetAlpha(0.2);
			self.texture:Show();
			self.oldtexture:Hide();
			self.border:Hide();
		end
	end
	button:UpdateStyle();

	-- Button Configuration
	button.update = function(self)
		local position = GetDataMember("Position", -10.31);
		self:SetPoint("CENTER", "Minimap", "CENTER", -78 * cos(position), 78 * sin(position));
	end
	local update = function(self)
		local w, x = GetCursorPosition();
		local y, z = Minimap:GetLeft(), Minimap:GetBottom();
		local s = UIParent:GetScale();
		w = y - w / s + 70; x = x / s - z - 70;
		SetDataMember("Position", math.deg(math.atan2(x, w)));
		self:Raise();
		self:update();
	end

	-- Register for Frame Events
	button:SetScript("OnDragStart", function(self)
		self:SetScript("OnUpdate", update);
	end);
	button:SetScript("OnDragStop", function(self)
		self:SetScript("OnUpdate", nil);
	end);
	button:SetScript("OnEnter", MinimapButtonOnEnter);
	button:SetScript("OnLeave", MinimapButtonOnLeave);
	button:SetScript("OnClick", MinimapButtonOnClick);
	button:update();
	button:Show();
	return button;
end
app.CreateMinimapButton = CreateMinimapButton;


-- Panel Class Library
(function()
-- Shared Panel Functions
local function OnCloseButtonPressed(self)
	self:GetParent():Hide();
end
local function SetVisible(self, show)
	if show then
		self:Show();
		self:Update();
	else
		self:Hide();
	end
end
local function Toggle(self)
	return SetVisible(self, not self:IsVisible());
end
local function NestSourceQuests(root, addedQuests, depth)
	-- root is already the cloned source of the new list, just add each sourceQuest cloned into sub-groups
	-- setup tracking which quests have been added as a sub-group, so we can only add them once
	if not addedQuests then
		addedQuests =  {};
	end
	root.visible = true;
	root.hideText = true;
	root.depth = depth or 0;
	if root.sourceQuests and #root.sourceQuests > 0 then
		-- any breadcrumb sourcequests should have their corresponding sourcequests pushed up into the parent as well, so that
		-- quest chains only passing through a breadcrumb do not get stuck if not collecting breadcrumbs
		local allsqs = {};
		for i,sourceQuestID in ipairs(root.sourceQuests) do
			local qs = sourceQuestID < 1 and SearchForField("creatureID", math.abs(sourceQuestID)) or SearchForField("questID", sourceQuestID);
			if qs and #qs > 0 then
				local i, sq = #qs;
				while not sq and i > 0 do
					if qs[i].questID == sourceQuestID then sq = qs[i]; end
					i = i - 1;
				end
				if sq and sq.questID then
					if sq.parent and sq.parent.questID == sq.questID then
						sq = sq.parent;
					end
					-- if this is a breadcrumb, push all of its sqs into allsqs
					if sq.isBreadcrumb and sq.sourceQuests then
						for i,bcsq in ipairs(sq.sourceQuests) do
							tinsert(allsqs, bcsq);
						end
					end
				end
			end
			-- always add the actual sqID as well
			tinsert(allsqs,sourceQuestID);
		end
		local prereqs;
		for i,sourceQuestID in ipairs(allsqs) do
			if not addedQuests[sourceQuestID] then
				addedQuests[sourceQuestID] = true;
				local qs = sourceQuestID < 1 and SearchForField("creatureID", math.abs(sourceQuestID)) or SearchForField("questID", sourceQuestID);
				if qs and #qs > 0 then
					local i, sq = #qs;
					while not sq and i > 0 do
						if qs[i].questID == sourceQuestID then sq = qs[i]; end
						i = i - 1;
					end
					if sq and sq.questID then
						if sq.parent and sq.parent.questID == sq.questID then
							sq = sq.parent;
						end
					elseif sourceQuestID > 0 then
						-- Create a Quest Object.
						sq = app.CreateQuest(sourceQuestID, { ['visible'] = true, ['collectible'] = true, ['hideText'] = true, });
					else
						-- Create a NPC Object.
						sq = app.CreateNPC(math.abs(sourceQuestID), { ['visible'] = true, ['hideText'] = true, });
					end

					-- clone the object so as to not modify actual data
					sq = CloneData(sq);
					-- force collectible to make sure it shows in list
					if not (sq.isBreadcrumb or sq.repeatable) then
						sq.collectible = true;
					end
					sq.visible = true;
					sq.hideText = true;
					-- clean anything out of it so that items don't show in the quest requirements
					sq.g = {};

					sq = NestSourceQuests(sq, addedQuests, (depth or 0) + 1);
					if sq then
						-- track how many quests levels are nested so it can be sorted in a decent-ish looking way
						root.depth = math.max((root.depth or 0),(sq.depth or 1));
						if not prereqs then prereqs = {}; end
						tinsert(prereqs, sq);
					end
				end
			end
		end
		-- sort quests with less sub-quests to the top
		if prereqs then
			table.sort(prereqs, function(a, b) return (a.depth or 0) < (b.depth or 0); end);
			if not root.g then root.g = prereqs;
			else MergeObjects(root.g, prereqs); end
		end
	end
	return root;
end

-- OPTIMIZE THESE FOR THE LOVE OF GOD
app.Windows = {};
function app:UpdateWindows(force, got)
	local anyUpdated = false;
	for name, window in pairs(app.Windows) do
		if window:Update(force, got) then
			anyUpdated = true;
		end
	end
	return anyUpdated;
end
local CreateRow;
function app:CreateMiniListForGroup(group)
	-- Pop Out Functionality! :O
	-- clone initially so that nothing in the popout modifies the real data
	local group = CloneData(group);
	local suffix = BuildSourceTextForChat(group, 0) .. " -> " .. (group.text or "") .. (group.key and group[group.key] or "");
	local popout = app.Windows[suffix];
	-- force data to be re-collected if this is a quest chain since its logic is affected by settings
	if not group.s and (group.questID or group.sourceQuests) then popout = nil; end
	-- if popping out a thing with a Cost, generate a Cost group to allow referencing the Cost things directly
	if group.cost then app.BuildCost(group); end
	if not popout then
		popout = app:GetWindow(suffix);
		popout.shouldFullRefresh = true;
		if group.s then
			popout.data = group;
			popout.data.collectible = true;
			popout.data.visible = true;
			popout.data.progress = 0;
			popout.data.total = 0;
			if not popout.data.g then
				popout.data.g = {};
			end

			-- Attempt to get information about the source ID.
			local sourceInfo = C_TransmogCollection_GetSourceInfo(group.s);
			if sourceInfo then
				-- Show a list of all of the Shared Appearances.
				local g = {};

				-- Go through all of the shared appearances and see if we're "unlocked" any of them.
				for i, otherSourceID in ipairs(C_TransmogCollection_GetAllAppearanceSources(sourceInfo.visualID)) do
					-- If this isn't the source we already did work on and we haven't already completed it
					if otherSourceID ~= group.s then
						local attSearch = SearchForSourceIDQuickly(otherSourceID);
						if attSearch then
							attSearch = CloneData(attSearch);
							attSearch.collectible = true;
							attSearch.hideText = true;
							tinsert(g, attSearch);
						else
							local otherSourceInfo = C_TransmogCollection_GetSourceInfo(otherSourceID);
							if otherSourceInfo then
								local newItem = app.CreateItemSource(otherSourceID, otherSourceInfo.itemID);
								if otherSourceInfo.isCollected then
									SetDataSubMember("CollectedSources", otherSourceID, 1);
									newItem.collected = true;
								end
								tinsert(g, newItem);
							end
						end
					end
				end
				if #g > 0 then
					table.insert(popout.data.g, {
						["text"] = "Shared Appearances",
						["description"] = "The items in this list are shared appearances for the above item. In Unique Appearance Mode, this list can help you understand why or why not a specific item would be marked Collected.",
						["icon"] = "Interface\\Icons\\Achievement_GarrisonFollower_ItemLevel650.blp",
						["g"] = g
					});
				else
					table.insert(popout.data.g, {
						["text"] = "Unique Appearance",
						["description"] = "This item has a Unique Appearance. You must collect this item specifically to earn the appearance.",
						["icon"] = "Interface\\Icons\\ACHIEVEMENT_GUILDPERK_EVERYONES A HERO.blp",
						["collectible"] = true,
					});
				end
			end

			-- Determine if this source is part of a set or two.
			local allSets = GetDataMember("Sets", {});
			local sourceSets = GetDataMember("SourceSets", {});
			local GetVariantSets = C_TransmogSets.GetVariantSets;
			local GetAllSourceIDs = C_TransmogSets.GetAllSourceIDs;
			for i,data in ipairs(C_TransmogSets.GetAllSets()) do
				local sources = GetAllSourceIDs(data.setID);
				if #sources > 0 then allSets[data.setID] = sources; end
				for j,sourceID in ipairs(sources) do
					local s = sourceSets[sourceID];
					if not s then
						s = {};
						sourceSets[sourceID] = s;
					end
					s[data.setID] = 1;
				end
				local variants = GetVariantSets(data.setID);
				if type(variants) == "table" then
					for j,data in ipairs(variants) do
						local sources = GetAllSourceIDs(data.setID);
						if #sources > 0 then allSets[data.setID] = sources; end
						for k, sourceID in ipairs(sources) do
							local s = sourceSets[sourceID];
							if not s then
								s = {};
								sourceSets[sourceID] = s;
							end
							s[data.setID] = 1;
						end
					end
				end
			end
			local data = sourceSets[group.s];
			if data then
				for setID,value in pairs(data) do
					local g = {};
					setID = tonumber(setID);
					for i,sourceID in ipairs(allSets[setID]) do
						local attSearch = SearchForSourceIDQuickly(sourceID);
						if attSearch then
							attSearch = CloneData(attSearch);
							attSearch.collectible = true;
							attSearch.hideText = true;
							tinsert(g, attSearch);
						else
							local otherSourceInfo = C_TransmogCollection_GetSourceInfo(sourceID);
							if otherSourceInfo then
								local newItem = app.CreateItemSource(sourceID, otherSourceInfo.itemID);
								if otherSourceInfo.isCollected then
									SetDataSubMember("CollectedSources", sourceID, 1);
									newItem.collected = true;
								end
								tinsert(g, newItem);
							end
						end
					end
					table.insert(popout.data.g, app.CreateGearSet(setID, { ["visible"] = true, ["g"] = g }));
				end
			end
			local oldUpdate = popout.Update;
			popout.Update = function(self, ...)
				-- Turn off all filters momentarily.
				local GroupFilter = app.GroupFilter;
				local GroupVisibilityFilter = app.GroupVisibilityFilter;
				local CollectedItemVisibilityFilter = app.CollectedItemVisibilityFilter;
				local CollectedItemVisibilityFilter = app.CollectedItemVisibilityFilter;
				app.GroupFilter = app.NoFilter;
				app.GroupVisibilityFilter = app.NoFilter;
				app.CollectedItemVisibilityFilter = app.NoFilter;
				app.CollectedItemVisibilityFilter = app.NoFilter;
				oldUpdate(self, ...);
				app.GroupFilter = GroupFilter;
				app.GroupVisibilityFilter = GroupVisibilityFilter;
				app.CollectedItemVisibilityFilter = CollectedItemVisibilityFilter;
				app.CollectedItemVisibilityFilter = CollectedItemVisibilityFilter;
			end;
		elseif (group.key == "questID" and group.questID) or group.sourceQuests then
			-- This is a quest object. Let's show prereqs and breadcrumbs.
			if group.questID ~= nil and group.parent and group.parent.questID == group.questID then
				group = group.parent;
			end
			local root = group;
			root.collectible = not root.repeatable;
			local g = { root };

			-- Check to see if Source Quests are listed elsewhere.
			if group.questID and not group.sourceQuests then
				local qs = SearchForField("questID", group.questID);
				if qs and #qs > 1 then
					local i, sq = #qs;
					while not sq and i > 0 do
						if qs[i].questID == sourceQuestID then sq = qs[i]; end
						i = i - 1;
					end
					if sq then
						searchResult = CloneData(sq);
						searchResult.collectible = true;
						searchResult.g = g;
						root = searchResult;
						g = { root };
					end
				end
			end

			-- Show Quest Prereqs
			local gTop;
			if app.Settings:GetTooltipSetting("QuestChain:Nested") then
				gTop = NestSourceQuests(root);
			elseif root.sourceQuests then
				local breakafter = 0;
				local isAcctQuests = app.AccountWideQuests;
				local sourceQuests, sourceQuest, subSourceQuests, prereqs = root.sourceQuests;
				while sourceQuests and #sourceQuests > 0 do
					subSourceQuests = {}; prereqs = {};
					for i,sourceQuestID in ipairs(sourceQuests) do
						local qs = sourceQuestID < 1 and SearchForField("creatureID", math.abs(sourceQuestID)) or SearchForField("questID", sourceQuestID);
						if qs and #qs > 0 then
							local i, sq = #qs;
							while not sq and i > 0 do
								if qs[i].questID == sourceQuestID then sq = qs[i]; end
								i = i - 1;
							end
							-- just throw every sourceQuest into groups since it's specific questID?
							-- continue to force collectible though even without quest tracking since it's a temp window
							-- only reason to include altQuests in search was because of A/H questID usage, which is now cleaned up for quest objects
							local found = nil;
							if sq and sq.questID then
								if sq.parent and sq.parent.questID == sq.questID then
									sq = sq.parent;
								end
								found = sq;
								-- print("is-valid sq",sq.key,sq[sq.key]);
								-- if app.GroupFilter(sq) then
									-- if app.RecursiveClassAndRaceFilter(sq) then
										-- if not found or (not found.sourceQuests and sq.sourceQuests) then
											-- print("found-questID",sq.questID);
											-- found = sq;
										-- end
									-- elseif sq.altQuests then
										-- for i,altQuestID in sq.altQuests do
											-- -- Alt Quest IDs are always Horde.
											-- if app.FactionID == Enum.FlightPathFaction.Horde then
												-- if sq.altQuestID == sourceQuestID then
													-- if not found or (not found.sourceQuests and sq.sourceQuests) then
														-- print("found-HaltQuestID",sq.altQuestID);
														-- found = sq;
													-- end
												-- end
											-- -- elseif sq.questID == sourceQuestID then
												-- -- if not found or (not found.sourceQuests and sq.sourceQuests) then
													-- -- print("found-altQuestID",sq.questID);
													-- -- found = sq;
												-- -- end
											-- end
										-- end
									-- end
								-- else
									-- print("skip-sq",sq.isBreadcrumb,sq.collected,sq.saved);
								-- end
							end
							if found and not found.isBreadcrumb then
								sourceQuest = CloneData(found);
								sourceQuest.collectible = true;
								sourceQuest.visible = true;
								sourceQuest.hideText = true;
								if found.sourceQuests and #found.sourceQuests > 0 and
									(found.saved ~= 1 or app.AccountWideQuests or app.CollectedItemVisibilityFilter(sourceQuest)) then
									-- Mark the sub source quest IDs as marked (as the same sub quest might point to 1 source quest ID)
									for j, subsourceQuests in ipairs(found.sourceQuests) do
										subSourceQuests[subsourceQuests] = true;
									end
								end
							else
								sourceQuest = nil;
							end
						elseif sourceQuestID > 0 then
							-- Create a Quest Object.
							sourceQuest = app.CreateQuest(sourceQuestID, { ['visible'] = true, ['collectible'] = true, ['hideText'] = true });
						else
							-- Create a NPC Object.
							sourceQuest = app.CreateNPC(math.abs(sourceQuestID), { ['visible'] = true, ['hideText'] = true });
						end

						-- If the quest was valid, attach it.
						if sourceQuest then tinsert(prereqs, sourceQuest); end
					end

					-- Convert the subSourceQuests table into an array
					sourceQuests = {};
					if #prereqs > 0 then
						for sourceQuestID,i in pairs(subSourceQuests) do
							tinsert(sourceQuests, tonumber(sourceQuestID));
						end
						tinsert(prereqs, {
							["text"] = "Upon Completion",
							["description"] = "The above quests need to be completed before being able to complete the things listed below.",
							["icon"] = "Interface\\Icons\\Spell_Holy_MagicalSentry.blp",
							["visible"] = true,
							["expanded"] = true,
							["g"] = g,
							["hideText"] = true
						});
						g = prereqs;
						breakafter = breakafter + 1;
						if breakafter >= 100 then
							app.print("Likely just broke out of an infinite source quest loop.");
							app.report();
							break;
						end
					end
				end

				-- Clean up the recursive hierarchy. (this removed duplicates)
				sourceQuests = {};
				prereqs = g;
				local orig = g;
				while prereqs and #prereqs > 0 do
					for i=#prereqs,1,-1 do
						local o = prereqs[i];
						if o.key then
							sourceQuest = o.key .. o[o.key];
							if sourceQuests[sourceQuest] then
								-- Already exists in the hierarchy. Uh oh.
								table.remove(prereqs, i);
							else
								sourceQuests[sourceQuest] = true;
							end
						end
					end

					if #prereqs > 1 then
						prereqs = prereqs[#prereqs];
						if prereqs then prereqs = prereqs.g; end
						orig = prereqs;
					else
						prereqs = prereqs[#prereqs];
						if prereqs then prereqs = prereqs.g; end
						orig[#orig].g = prereqs;
					end
				end

				-- Clean up standalone "Upon Completion" headers.
				prereqs = g;
				repeat
					local n = #prereqs;
					local lastprereq = prereqs[n];
					if lastprereq.text == "Upon Completion" and n > 1 then
						table.remove(prereqs, n);
						local g = prereqs[n-1].g;
						if not g then
							g = {};
							prereqs[n-1].g = g;
						end
						if lastprereq.g then
							for i,data in ipairs(lastprereq.g) do
								table.insert(g, data);
							end
						end
						prereqs = g;
					else
						prereqs = lastprereq.g;
					end
				until not prereqs or #prereqs < 1;
			end
			popout.data = {
				["text"] = "Quest Chain Requirements",
				["description"] = "The following quests need to be completed before being able to complete the final quest.\n\n|cffff6512NOTE: Account-Wide Quest Tracking will cause this window to behave inaccurately!|r",
				["icon"] = "Interface\\Icons\\Spell_Holy_MagicalSentry.blp",
				["g"] = gTop and { gTop } or g,
				["hideText"] = true
			};
		elseif group.sym then
			popout.data = group;
			popout.data.collectible = true;
			popout.data.visible = true;
			popout.data.progress = 0;
			popout.data.total = 0;
			if not popout.data.g then
				local resolved = ResolveSymbolicLink(group);
				if resolved then
					for i=#resolved,1,-1 do
						resolved[i] = CreateObject(resolved[i]);
					end
					popout.data.g = resolved;
				end
			else
				local resolved = ResolveSymbolicLink(group);
				if resolved then
					MergeObjects(popout.data.g, resolved);
				end
			end
		elseif group.g then
			-- This is already a container with accurate numbers.
			popout.data = group;
		else
			-- This is a standalone item
			group.visible = true;
			popout.data = {
				["text"] = "Standalone Item",
				["icon"] = "Interface\\Icons\\Achievement_Garrison_blueprint_medium.blp",
				["g"] = { group },
			};
		end

		-- Clone the data and then insert it into the Raw Data table.
		-- popout.data = popout.data or group;
		popout.data.hideText = true;
		popout.data.visible = true;
		popout.data.indent = 0;
		popout.data.total = 0;
		popout.data.progress = 0;
		BuildGroups(popout.data, popout.data.g);
		UpdateGroups(popout.data, popout.data.g);
		table.insert(app.RawData, popout.data);
	end
	if not popout.data.expanded then
		ExpandGroupsRecursively(popout.data, true, true);
	end
	popout:Toggle(true);
end
local function ClearRowData(self)
	self.ref = nil;
	self.Background:Hide();
	self.Texture:Hide();
	self.Texture.Background:Hide();
	self.Texture.Border:Hide();
	self.Indicator:Hide();
	self.Summary:Hide();
	self.Label:Hide();
end
local function CalculateRowBack(data)
	if data.back then return data.back; end
	if data.parent then
		return CalculateRowBack(data.parent) * 0.5;
	else
		return 0;
	end
end
local function CalculateRowIndent(data)
	if data.indent then return data.indent; end
	if data.parent then
		return CalculateRowIndent(data.parent) + 1;
	else
		return 0;
	end
end
local function SetRowData(self, row, data)
	ClearRowData(row);
	if data then
		local text = data.text;
		if not text or text == RETRIEVING_DATA then
			text = RETRIEVING_DATA;
			self.processingLinks = true;
		elseif string.find(text, "%[%]") then
			-- This means the link is still rendering
			text = RETRIEVING_DATA;
			self.processingLinks = true;
		end
		local leftmost = row;
		local relative = "LEFT";
		local x = ((CalculateRowIndent(data) * 8) or 0) + 8;
		local back = CalculateRowBack(data);
		row.ref = data;
		if back then
			row.Background:SetAlpha(back or 0.2);
			row.Background:Show();
		end
		if data.u then
			local texture = GetUnobtainableTexture(data);
			if texture then
				row.Indicator:SetTexture(texture);
				row.Indicator:SetPoint("RIGHT", leftmost, relative, x, 0);
				row.Indicator:Show();
			end
		end
		if data.saved then
			if data.parent and data.parent.locks or data.repeatable then
				row.Indicator:SetTexture("Interface\\Addons\\AllTheThings\\assets\\known");
			else
				row.Indicator:SetTexture("Interface\\Addons\\AllTheThings\\assets\\known_green");
			end
			row.Indicator:SetPoint("RIGHT", leftmost, relative, x, 0);
			row.Indicator:Show();
		end
		if SetPortraitIcon(row.Texture, data) then
			row.Texture.Background:SetPoint("LEFT", leftmost, relative, x, 0);
			row.Texture.Border:SetPoint("LEFT", leftmost, relative, x, 0);
			row.Texture:SetPoint("LEFT", leftmost, relative, x, 0);
			row.Texture:Show();
			leftmost = row.Texture;
			relative = "RIGHT";
			x = 4;
		end
		local summary = GetProgressTextForRow(data);
		local iconAdjust = (summary and string.find(summary, "|T") and -1) or 0;
		if not summary then
			if data.g and not data.expanded and #data.g > 0 then
				summary = "+++";
			else
				summary = "---";
			end
		end
		local specs = data.specs;
		if specs and #specs > 0 then
			-- iterate backwards since the icons are appended from right to left, this way it matches the tooltip sort of spec icons
			for i=#specs,1,-1 do
				local spec = specs[i]
				local id, name, description, icon, role, class = GetSpecializationInfoByID(spec);
				summary = "|T" .. icon .. ":0|t " .. summary;
				iconAdjust = iconAdjust - 1;
			end
		end
		row.Summary:SetText(summary);
		-- for whatever reason, the Client does not properly align the Points when textures are used within the 'text' of the object, with each texture added causing a 1px offset on alignment
		row.Summary:SetPoint("RIGHT", iconAdjust, 0);
		row.Summary:Show();
		row.Label:SetPoint("LEFT", leftmost, relative, x, 0);
		if row.Summary and row.Summary:IsShown() then
			row.Label:SetPoint("RIGHT", row.Summary, "LEFT", 0, 0);
		else
			row.Label:SetPoint("RIGHT");
		end
		row.Label:SetText(text);
		if data.font then
			row.Label:SetFontObject(data.font);
			row.Summary:SetFontObject(data.font);
		else
			row.Label:SetFontObject("GameFontNormal");
			row.Summary:SetFontObject("GameFontNormal");
		end
		row:SetHeight(select(2, row.Label:GetFont()) + 4);
		row.Label:Show();
		row:Show();
	else
		row:Hide();
	end
end
local function Refresh(self)
	if not app.IsReady then return; end
	if self:GetHeight() > 64 then self.ScrollBar:Show(); else self.ScrollBar:Hide(); end
	if self:GetHeight() < 40 then
		self.CloseButton:Hide();
		self.Grip:Hide();
	else
		self.CloseButton:Show();
		self.Grip:Show();
	end

	-- If there is no raw data, then return immediately.
	local rowData = rawget(self, "rowData");
	if not rowData then return; end

	-- Make it so that if you scroll all the way down, you have the ability to see all of the text every time.
	local totalRowCount = #rowData;
	if totalRowCount > 0 then
		-- Fill the remaining rows up to the (visible) row count.
		local container, rowCount, totalHeight = self.Container, 0, 0;
		local current = math.max(1, math.min(self.ScrollBar.CurrentValue, totalRowCount));

		-- Ensure that the first row doesn't move out of position.
		local row = rawget(container.rows, 1) or CreateRow(container);
		SetRowData(self, row, rawget(rowData, 1));
		totalHeight = totalHeight + row:GetHeight();
		current = current + 1;
		rowCount = rowCount + 1;

		for i=2,totalRowCount do
			row = rawget(container.rows, i) or CreateRow(container);
			SetRowData(self, row, rawget(rowData, current));
			totalHeight = totalHeight + row:GetHeight();
			if totalHeight > container:GetHeight() then
				break;
			else
				current = current + 1;
				rowCount = rowCount + 1;
			end
		end

		-- Hide the extra rows if any exist
		for i=math.max(2, rowCount + 1),#container.rows do
			row = rawget(container.rows, i);
			ClearRowData(row);
			row:Hide();
		end

		totalRowCount = totalRowCount + 1;
		self.ScrollBar:SetMinMaxValues(1, math.max(1, totalRowCount - rowCount));

		-- If the rows need to be processed again, do so next update.
		if self.processingLinks then
			StartCoroutine(self:GetName(), function()
				while self.processingLinks do
					self.processingLinks = nil;
					coroutine.yield();
					self:Refresh();
				end
				if self.UpdateDone then
					StartCoroutine(self:GetName()..":UpdateDone", function()
						coroutine.yield();
						StartCoroutine(self:GetName()..":UpdateDoneP2", function()
							coroutine.yield();
							self:UpdateDone();
						end);
					end);
				end
			end);
		elseif self.UpdateDone and rowCount > 5 then
			StartCoroutine(self:GetName()..":UpdateDone", function()
				coroutine.yield();
				StartCoroutine(self:GetName()..":UpdateDoneP2", function()
					coroutine.yield();
					self:UpdateDone();
				end);
			end);
		end
	else
		self:Hide();
	end
end
local function IsSelfOrChild(self, focus)
	-- This function helps validate that the focus is within the local hierarchy.
	return focus and (self == focus or IsSelfOrChild(self, focus:GetParent()));
end
local function StopMovingOrSizing(self)
	self:StopMovingOrSizing();
	self.isMoving = nil;
end
local function StartMovingOrSizing(self, fromChild)
	if not self:IsMovable() and not self:IsResizable() or self.isLocked then
		return
	end
	if self.isMoving then
		StopMovingOrSizing(self);
	else
		self.isMoving = true;
		if ((select(2, GetCursorPosition()) / self:GetEffectiveScale()) < math.max(self:GetTop() - 40, self:GetBottom() + 10)) then
			self:StartSizing();
			Push(self, "StartMovingOrSizing (Sizing)", function()
				if self.isMoving then
					-- keeps the rows within the window fitting to the window as it resizes
					self:Refresh();
					return true;
				end
			end);
		elseif self:IsMovable() then
			self:StartMoving();
			-- never encountered this bug without this added logic...is there some specific way to trigger it?
			-- Push(app, "StartMovingOrSizing (Moving)", function()
			-- 	-- This fixes a bug where the window will get stuck on the mouse until you reload.
			-- 	if IsSelfOrChild(self, GetMouseFocus()) then
			-- 		return true;
			-- 	else
			-- 		StopMovingOrSizing(self);
			-- 	end
			-- end);
		end
	end
end
local RowOnEnter, RowOnLeave;
local function RowOnClick(self, button)
	local reference = self.ref;
	if reference then
		-- If the row data itself has an OnClick handler... execute that first.
		if reference.OnClick and reference.OnClick(self, button) then
			return true;
		end

		-- All non-Shift Right Clicks open a mini list or the settings.
		if button == "RightButton" then
			if IsAltKeyDown() and self.index > 0 then
				AddTomTomWaypoint(reference, false);
			elseif IsShiftKeyDown() then
				if app.Settings:GetTooltipSetting("Sort:Progress") then
					app.print("Sorting selection by total progress...");
					StartCoroutine("Sorting", function() SortGroup(reference, "progress", self, true) end);
				else
					app.print("Sorting selection alphabetically...");
					StartCoroutine("Sorting", function() SortGroup(reference, "name", self, true) end);
				end
			else
				if self.index > 0 then
					app:CreateMiniListForGroup(reference);
				else
					app.Settings:Open();
				end
			end
		else
			if IsShiftKeyDown() then
				-- If we're at the Auction House
				if AuctionFrame and AuctionFrame:IsShown() then
					-- Auctionator Support
					if Atr_SearchAH then
						if reference.g and #reference.g > 0 then
							local missingItems = SearchForMissingItemNames(reference);
							if #missingItems > 0 then
								Atr_SelectPane(3);
								Atr_SearchAH(L["TITLE"], missingItems, LE_ITEM_CLASS_ARMOR);
								return true;
							end
							app.print("No cached items found in search. Expand the group and view the items to cache the names and try again. Only Bind on Equip items will be found using this search.");
						else
							local name = reference.name;
							if name then
								Atr_SelectPane(3);
								--Atr_SearchAH(name, { name });
								Atr_SetSearchText (name);
								Atr_Search_Onclick ();
								return true;
							end
							app.print("Only Bind on Equip items can be found using this search.");
						end
						return true;
					elseif TSMAPI and TSMAPI.Auction then
						if reference.g and #reference.g > 0 then
							local missingItems = SearchForMissingItems(reference);
							if #missingItems > 0 then
								local itemList, search = {};
								for i,group in ipairs(missingItems) do
									search = group.tsm or TSMAPI.Item:ToItemString(group.link or group.itemID);
									if search then itemList[search] = BuildSourceTextForTSM(group, 0); end
								end
								app:ShowPopupDialog("Running this command can potentially destroy your existing TSM settings by reassigning items to the " .. L["TITLE"] .. " preset.\n\nWe recommend that you use a different profile when using this feature.\n\nDo you want to proceed anyways?",
								function()
									TSMAPI.Groups:CreatePreset(itemList);
									app.print("Updated the preset successfully.");
									if not TSMAPI.Operations:GetFirstByItem(search, "Shopping") then
										print("The preset is missing a 'Shopping' Operation assignment.");
										print("Type '/tsm operations' to create or assign one.");
									end
								end);
								return true;
							end
							app.print("No cached items found in search. Expand the group and view the items to cache the names and try again. Only Bind on Equip items will be found using this search.");
						else
							-- Attempt to search manually with the link.
							local link = reference.link or reference.silentLink;
							if link and HandleModifiedItemClick(link) then
								AuctionFrameBrowse_Search();
								return true;
							end
						end
						return true;
					else
						if reference.g and #reference.g > 0 and not reference.link then
							app.print("Group-based searches are only supported using Auctionator.");
							return true;
						else
							-- Attempt to search manually with the link.
							local link = reference.link or reference.silentLink;
							if link and HandleModifiedItemClick(link) then
								AuctionFrameBrowse_Search();
								return true;
							end
						end
					end
				elseif TSMAPI_FOUR and false then
					if reference.g and #reference.g > 0 then
						if true then
							app.print("TSM4 not compatible with ATT yet. If you know how to create Presets like we used to do in TSM3, please whisper Crieve on Discord!");
							return true;
						end
						local missingItems = SearchForMissingItems(reference);
						if #missingItems > 0 then
							app:ShowPopupDialog("Running this command can potentially destroy your existing TSM settings by reassigning items to the " .. L["TITLE"] .. " preset.\n\nWe recommend that you use a different profile when using this feature.\n\nDo you want to proceed anyways?",
							function()
								local itemString, groupPath;
								groupPath = BuildSourceTextForTSM(app:GetWindow("Prime").data, 0);
								if TSMAPI_FOUR.Groups.Exists(groupPath) then
									TSMAPI_FOUR.Groups.Remove(groupPath);
								end
								TSMAPI_FOUR.Groups.AppendOperation(groupPath, "Shopping", operation)
								for i,group in ipairs(missingItems) do
									if (not group.spellID and not group.achID) or group.itemID then
										itemString = group.tsm;
										if itemString then
											groupPath = BuildSourceTextForTSM(group, 0);
											TSMAPI_FOUR.Groups.Create(groupPath);
											if TSMAPI_FOUR.Groups.IsItemInGroup(itemString) then
												TSMAPI_FOUR.Groups.MoveItem(itemString, groupPath)
											else
												TSMAPI_FOUR.Groups.AddItem(itemString, groupPath)
											end
											if i > 10 then break; end
										end
									end
								end
								app.print("Updated the preset successfully.");
							end);
							return true;
						end
						app.print("No cached items found in search. Expand the group and view the items to cache the names and try again. Only Bind on Equip items will be found using this search.");
					else
						-- Attempt to search manually with the link.
						local link = reference.link or reference.silentLink;
						if link and HandleModifiedItemClick(link) then
							AuctionFrameBrowse_Search();
							return true;
						end
					end
					return true;
				else

					-- Not at the Auction House
					-- If this reference has a link, then attempt to preview the appearance or write to the chat window.
					local link = reference.link or reference.silentLink;
					if (link and HandleModifiedItemClick(link)) or ChatEdit_InsertLink(link or BuildSourceTextForChat(reference, 0)) then return true; end

					-- If you're looking at the Profession Window, Shift Clicking will replace the search string instead.
					if app:GetWindow("Tradeskills"):IsShown() then

					elseif button == "LeftButton" then
						-- Default behaviour is to Refresh Collections.
						RefreshCollections(reference);
					end
					return true;
				end
			end

			-- Control Click Expands the Groups
			if IsControlKeyDown() then
				-- Illusions are a nasty animal that need to be displayed a special way.
				if reference.illusionID then
					DressUpVisual(DressUpOutfitMixin:GetSlotSourceID("MAINHANDSLOT", LE_TRANSMOG_TYPE_APPEARANCE), 16, reference.illusionID);
				else
					-- If this reference has a link, then attempt to preview the appearance.
					local link = reference.link or reference.silentLink;
					if link and HandleModifiedItemClick(link) then
						return true;
					end
				end

				-- If this reference is anything else, expand the groups.
				if reference.g then
					-- always expand if collapsed or if clicked the header and all immediate subgroups are collapsed, otherwise collapse
					ExpandGroupsRecursively(reference, not reference.expanded or (self.index < 1 and not HasExpandedSubgroup(reference)), true);
					self:GetParent():GetParent():Update();
					return true;
				end
			end
			if self.index > 0 then
				reference.expanded = not reference.expanded;
				self:GetParent():GetParent():Update();
			elseif not reference.expanded then
				reference.expanded = true;
				self:GetParent():GetParent():Update();
			else
				-- Allow the First Frame to move the parent.
				local owner = self:GetParent():GetParent();
				-- Toggle lock/unlock by holding Alt when clicking the header of a Window
				if IsAltKeyDown() then
					local locked = not owner.isLocked;
					owner.isLocked = locked;
					-- only certain window locks may be persisted
					if owner.lockPersistable and owner.Suffix then
						local lockedWindows = GetDataMember("LockedWindows", {});
						local lockedName = owner.Suffix;
						if locked then
							-- windows would be locked for all characters, but position can be changed per character
							lockedWindows[lockedName] = 1;
						else
							lockedWindows[lockedName] = nil;
						end
						SetDataMember("LockedWindows", lockedWindows);
					end
					-- force tooltip to refresh since locked state drives tooltip content
					if GameTooltip then
						RowOnLeave(self);
						RowOnEnter(self);
					end
				else
					self:SetScript("OnMouseUp", function(self)
						self:SetScript("OnMouseUp", nil);
						StopMovingOrSizing(owner);
					end);
					StartMovingOrSizing(owner, true);
				end
			end
		end
	end
end
RowOnEnter = function (self)
	local reference = self.ref; -- NOTE: This is the good ref value, not the parasitic one.
	if reference and GameTooltip then
		local initialBuild = not GameTooltip.IsRefreshing;
		GameTooltip.IsRefreshing = true;

		if initialBuild then
			-- print("RowOnEnter-Initial");
			GameTooltipIcon.icon.Background:Hide();
			GameTooltipIcon.icon.Border:Hide();
			GameTooltipIcon:Hide();
			GameTooltipIcon:ClearAllPoints();
			GameTooltipModel:Hide();
			GameTooltipModel:ClearAllPoints();

			if self:GetCenter() > (UIParent:GetWidth() / 2) and (not AuctionFrame or not AuctionFrame:IsVisible()) then
				GameTooltip:SetOwner(self, "ANCHOR_LEFT");
				GameTooltipIcon:SetPoint("TOPRIGHT", GameTooltip, "TOPLEFT", 0, 0);
				GameTooltipModel:SetPoint("TOPRIGHT", GameTooltip, "TOPLEFT", 0, 0);
			else
				GameTooltip:SetOwner(self, "ANCHOR_RIGHT");
				GameTooltipIcon:SetPoint("TOPLEFT", GameTooltip, "TOPRIGHT", 0, 0);
				GameTooltipModel:SetPoint("TOPLEFT", GameTooltip, "TOPRIGHT", 0, 0);
			end
		else
			-- print("RowOnEnter-IsRefreshing");
			-- complete tooltip already exists and hasn't been cleared elsewhere, don' touch it
			if GameTooltip.AttachComplete and GameTooltip.MiscFieldsComplete and GameTooltip:NumLines() > 0 then
				-- print("RowOnEnter, complete");
				return;
			end
			-- need to clear the tooltip if it is being refreshed, setting the same link again will hide it instead
			GameTooltip:ClearLines();
		end

		-- NOTE: Order matters, we "fall-through" certain values in order to pass this information to the item ID section.
		if not reference.creatureID then
			if reference.itemID then
				local link = reference.link;
				if link and link ~= "" then
					GameTooltip:SetHyperlink(link);
				else
					GameTooltip:AddLine("Item #" .. reference.itemID);
					if reference and reference.u then GameTooltip:AddLine(L["UNOBTAINABLE_ITEM_REASONS"][reference.u][2], 1, 1, 1, true); end
					AttachTooltipSearchResults(GameTooltip, "itemID:" .. reference.itemID, SearchForField, "itemID", reference.itemID);
				--elseif reference.speciesID then
					-- Do nothing.
				--elseif not reference.artifactID then
					--GameTooltip:AddDoubleLine(self.Label:GetText(), "---");
					--if reference and reference.u then GameTooltip:AddLine(L["UNOBTAINABLE_ITEM_REASONS"][reference.u][2], 1, 1, 1, true); end
					--for key, value in pairs(reference) do
					--	GameTooltip:AddDoubleLine(key, tostring(value));
					--end
				end
			elseif reference.currencyID then
				GameTooltip:SetCurrencyByID(reference.currencyID, 1);
			elseif not (reference.encounterID or reference.followerID) then
				local link = reference.link;
				if link then
					-- print("OnRowEnter-Setlink",link);
					pcall(GameTooltip.SetHyperlink, GameTooltip, link);
				end
			end
		end

		-- Miscellaneous fields
		-- print("Adding misc fields");
		if GameTooltip:NumLines() < 1 then
			-- nothing in the tooltip yet, so it will simply be a basic one-pass tooltip
			-- print("empty, one-pass");
			GameTooltip.AttachComplete = true;
			GameTooltip:AddLine(self.Label:GetText());
		end
		if app.Settings:GetTooltipSetting("Progress") then
			if reference.total and reference.total >= 2 then
				-- if collecting this reference type, then show Collection State
				if reference.collectible then
					GameTooltip:AddDoubleLine("Collection Progress", GetCollectionText(reference.collected or reference.saved));
				-- if completion/tracking is available, show Completion State
				elseif reference.trackable then
					GameTooltip:AddDoubleLine("Tracking Progress", GetCompletionText(reference.saved));
				end
			end
		end

		-- achievement progress. If it has a measurable statistic, show it under the achievement description
		if reference.achievementID then
			if reference.statistic then
				GameTooltip:AddDoubleLine("Progress", reference.statistic)
			end
		end

		-- Relative ATT location
		if reference.parent and not reference.itemID then
			if reference.parent.parent then
				GameTooltip:AddDoubleLine(reference.parent.parent.text or RETRIEVING_DATA, reference.parent.text or RETRIEVING_DATA);
			else
				--GameTooltip:AddLine(reference.parent.text or RETRIEVING_DATA, 1, 1, 1);
			end
		end

		local title = reference.title;
		if title then
			local left, right = strsplit(DESCRIPTION_SEPARATOR, title);
			if right then
				GameTooltip:AddDoubleLine(left, right);
			else
				GameTooltip:AddLine(title, 1, 1, 1);
			end
		elseif reference.retries then
			GameTooltip:AddLine("Failed to acquire information. This quest may have been removed from the game. " .. tostring(reference.retries), 1, 1, 1);
		end
		if reference.lvl then
			local minlvl;
			local maxlvl;
			if type(reference.lvl) == "table" then
				minlvl = reference.lvl[1] or 0;
				maxlvl = reference.lvl[2] or 0;
			else
				minlvl = reference.lvl;
			end
			-- i suppose a maxlvl of 1 might exist?
			if maxlvl and maxlvl > 0 then
				GameTooltip:AddDoubleLine(L["REQUIRES_LEVEL"], tostring(minlvl) .. " to " .. tostring(maxlvl));
			-- no point to show 'requires lvl 1'
			elseif minlvl and minlvl > 1 then
				GameTooltip:AddDoubleLine(L["REQUIRES_LEVEL"], tostring(minlvl));
			end
		end
		if reference.b and app.Settings:GetTooltipSetting("binding") then GameTooltip:AddDoubleLine("Binding", tostring(reference.b)); end
		if reference.requireSkill then GameTooltip:AddDoubleLine(L["REQUIRES"], tostring(GetSpellInfo(SkillIDToSpellID[reference.requireSkill] or 0))); end
		if reference.f and reference.f > 0 and app.Settings:GetTooltipSetting("filterID") then GameTooltip:AddDoubleLine(L["FILTER_ID"], tostring(L["FILTER_ID_TYPES"][reference.f])); end
		if reference.achievementID and app.Settings:GetTooltipSetting("achievementID") then GameTooltip:AddDoubleLine(L["ACHIEVEMENT_ID"], tostring(reference.achievementID)); end
		if reference.artifactID and app.Settings:GetTooltipSetting("artifactID") then GameTooltip:AddDoubleLine(L["ARTIFACT_ID"], tostring(reference.artifactID)); end
		if reference.azeriteEssenceID then
			if app.Settings:GetTooltipSetting("azeriteEssenceID") then GameTooltip:AddDoubleLine(L["AZERITE_ESSENCE_ID"], tostring(reference.azeriteEssenceID)); end
			AttachTooltipSearchResults(GameTooltip, "azeriteEssenceID:" .. reference.azeriteEssenceID .. (reference.rank or 0), SearchForField, "azeriteEssenceID", reference.azeriteEssenceID, reference.rank);
		end
		if reference.difficultyID and app.Settings:GetTooltipSetting("difficultyID") then GameTooltip:AddDoubleLine(L["DIFFICULTY_ID"], tostring(reference.difficultyID)); end
		if app.Settings:GetTooltipSetting("creatureID") then
			if reference.creatureID then
				GameTooltip:AddDoubleLine(L["CREATURE_ID"], tostring(reference.creatureID));
			elseif reference.npcID and reference.npcID > 0 then
				GameTooltip:AddDoubleLine(L["NPC_ID"], tostring(reference.npcID));
			end
		end
		if reference.encounterID then
			if app.Settings:GetTooltipSetting("encounterID") then GameTooltip:AddDoubleLine(L["ENCOUNTER_ID"], tostring(reference.encounterID)); end
		end
		if reference.factionID and app.Settings:GetTooltipSetting("factionID") then GameTooltip:AddDoubleLine(L["FACTION_ID"], tostring(reference.factionID)); end
		if reference.minReputation and not reference.maxReputation then
			local standingId, offset = app.GetFactionStanding(reference.minReputation[2])
			local factionName = GetFactionInfoByID(reference.minReputation[1]) or "the opposite faction";
			local msg = "Requires a minimum standing of"
			if offset ~= 0 then msg = msg .. " " .. offset end
			msg = msg .. " " .. app.GetFactionStandingText(standingId, true) .. " with " .. factionName .. "."
			GameTooltip:AddLine(msg);
		end
		if reference.maxReputation and not reference.minReputation then
			local standingId, offset = app.GetFactionStanding(reference.maxReputation[2])
			local factionName = GetFactionInfoByID(reference.maxReputation[1]) or "the opposite faction";
			local msg = "Requires a standing lower than"
			if offset ~= 0 then msg = msg .. " " .. offset end
			msg = msg .. " " .. app.GetFactionStandingText(standingId, true) .. " with " .. factionName .. "."
			GameTooltip:AddLine(msg);
		end
		if reference.minReputation and reference.maxReputation then
			local minStandingId, minOffset = app.GetFactionStanding(reference.minReputation[2])
			local maxStandingId, maxOffset = app.GetFactionStanding(reference.maxReputation[2])
			local factionName = GetFactionInfoByID(reference.minReputation[1]) or "the opposite faction";
			local msg = "Requires a standing between"
			if minOffset ~= 0 then msg = msg .. " " .. minOffset end
			msg = msg .. " " .. app.GetFactionStandingText(minStandingId, true) .. " and"
			if maxOffset ~= 0 then msg = msg .. " " .. maxOffset end
			msg = msg .. " " .. app.GetFactionStandingText(maxStandingId, true) .. " with " .. factionName .. ".";
			GameTooltip:AddLine(msg);
		end
		if reference.followerID and app.Settings:GetTooltipSetting("followerID") then GameTooltip:AddDoubleLine(L["FOLLOWER_ID"], tostring(reference.followerID)); end
		if reference.illusionID and app.Settings:GetTooltipSetting("illusionID") then GameTooltip:AddDoubleLine(L["ILLUSION_ID"], tostring(reference.illusionID)); end
		if reference.instanceID then
			if app.Settings:GetTooltipSetting("instanceID") then GameTooltip:AddDoubleLine(L["INSTANCE_ID"], tostring(reference.instanceID)); end
			GameTooltip:AddDoubleLine(L["LOCKOUT"], L[reference.isLockoutShared and "SHARED" or "SPLIT"]);
		end
		if reference.objectID and app.Settings:GetTooltipSetting("objectID") then GameTooltip:AddDoubleLine(L["OBJECT_ID"], tostring(reference.objectID)); end
		if reference.speciesID and app.Settings:GetTooltipSetting("speciesID") then GameTooltip:AddDoubleLine(L["SPECIES_ID"], tostring(reference.speciesID)); end
		if reference.spellID and app.Settings:GetTooltipSetting("spellID") then GameTooltip:AddDoubleLine(L["SPELL_ID"], tostring(reference.spellID)); end
		if reference.tierID and app.Settings:GetTooltipSetting("tierID") then GameTooltip:AddDoubleLine(L["EXPANSION_ID"], tostring(reference.tierID)); end
		if reference.setID then GameTooltip:AddDoubleLine(L["SET_ID"], tostring(reference.setID)); end
		if reference.setHeaderID then GameTooltip:AddDoubleLine(L["SET_ID"], tostring(reference.setHeaderID)); end
		if reference.setSubHeaderID then GameTooltip:AddDoubleLine(L["SET_ID"], tostring(reference.setSubHeaderID)); end
		if reference.flightPathID and app.Settings:GetTooltipSetting("flightPathID")  then GameTooltip:AddDoubleLine(L["FLIGHT_PATH_ID"], tostring(reference.flightPathID)); end
		if reference.mapID and app.Settings:GetTooltipSetting("mapID") then GameTooltip:AddDoubleLine(L["MAP_ID"], tostring(reference.mapID)); end
		if reference.coords and app.Settings:GetTooltipSetting("Coordinates") then
			local currentMapID, j, str = app.GetCurrentMapID(), 0;
			for i,coord in ipairs(reference.coords) do
				local x, y = coord[1], coord[2];
				local mapID = coord[3] or currentMapID;
				if mapID ~= currentMapID then
					str = app.GetMapName(mapID) or "??";
					if app.Settings:GetTooltipSetting("mapID") then
						str = str .. " (" .. mapID .. ")";
					end
					str = str .. ": ";
				else
					str = "";
				end
				GameTooltip:AddDoubleLine(j == 0 and "Coordinates" or " ",
					str.. GetNumberWithZeros(math.floor(x * 10) * 0.1, 1) .. ", " .. GetNumberWithZeros(math.floor(y * 10) * 0.1, 1), 1, 1, 1, 1, 1, 1);
				j = j + 1;
			end
		end
		if reference.providers then
			local counter = 0;
			for i,provider in pairs(reference.providers) do
				local providerType = provider[1]
				local providerID = provider[2] or 0
				local providerString = "UNKNOWN"
				if providerType == "o" then
					providerString = L["OBJECT_ID_NAMES"][providerID] or 'Object #'..providerID
				elseif providerType == "n" then
					providerString = (providerID > 0 and NPCNameFromID[providerID]) or "Creature #"..providerID
				elseif providerType == "i" then
					local name = GetItemInfo(providerID)
					providerString = name or 'Item #'..providerID
				end
				GameTooltip:AddDoubleLine(counter == 0 and "Provider(s)" or " ", providerString .. ' (' .. providerID .. ')');
				counter = counter + 1;
			end
		end
		if reference.coord and app.Settings:GetTooltipSetting("Coordinates") then
			GameTooltip:AddDoubleLine("Coordinate",
				GetNumberWithZeros(math.floor(reference.coord[1] * 10) * 0.1, 1) .. ", " ..
				GetNumberWithZeros(math.floor(reference.coord[2] * 10) * 0.1, 1), 1, 1, 1, 1, 1, 1);
		end
		if reference.bonusID and app.Settings:GetTooltipSetting("bonusID") then GameTooltip:AddDoubleLine("Bonus ID", tostring(reference.bonusID)); end
		if reference.modID and app.Settings:GetTooltipSetting("modID") then GameTooltip:AddDoubleLine("Mod ID", tostring(reference.modID)); end
		if reference.description and app.Settings:GetTooltipSetting("Descriptions") then
			local found = false;
			for i=1,GameTooltip:NumLines() do
				if _G["GameTooltipTextLeft"..i]:GetText() == reference.description then
					found = true;
					break;
				end
			end
			if not found then GameTooltip:AddLine(reference.description, 0.4, 0.8, 1, 1); end
		end
		if not reference.itemID then
			if reference.speciesID then
				AttachTooltipSearchResults(GameTooltip, "speciesID:" .. reference.speciesID, SearchForField, "speciesID", reference.speciesID);
			elseif reference.u then
				GameTooltip:AddLine(L["UNOBTAINABLE_ITEM_REASONS"][reference.u][2], 1, 1, 1, 1, true);
			end
		end
		if reference.speciesID then
			local progress, total = C_PetJournal.GetNumCollectedInfo(reference.speciesID);
			if total then GameTooltip:AddLine(tostring(progress) .. " / " .. tostring(total) .. " Collected"); end
		end
		if reference.titleID then
			if app.Settings:GetTooltipSetting("titleID") then GameTooltip:AddDoubleLine(L["TITLE_ID"], tostring(reference.titleID)); end
			GameTooltip:AddDoubleLine(" ", L[IsTitleKnown(reference.titleID) and "KNOWN_ON_CHARACTER" or "UNKNOWN_ON_CHARACTER"]);
			AttachTooltipSearchResults(GameTooltip, "titleID:" .. reference.titleID, SearchForField, "titleID", reference.titleID, true);
		end
		if reference.questID and app.Settings:GetTooltipSetting("questID") then
			GameTooltip:AddDoubleLine(L["QUEST_ID"], tostring(reference.questID));
			if reference.altQuests and #reference.altQuests > 0 then
				local altQuests="";
				for i,questID in ipairs(reference.altQuests) do
					if (i > 1) then altQuests = altQuests .. ","; end
					altQuests = altQuests .. tostring(questID) .. GetCompletionIcon(IsQuestFlaggedCompleted(questID));
				end
				GameTooltip:AddDoubleLine(" ", "[" .. altQuests .. "]");
			end
		end
		if reference.qgs and app.Settings:GetTooltipSetting("QuestGivers") then
			if app.Settings:GetTooltipSetting("creatureID") then
				for i,qg in ipairs(reference.qgs) do
					GameTooltip:AddDoubleLine(i == 1 and L["QUEST_GIVER"] or " ", tostring(qg > 0 and NPCNameFromID[qg] or "") .. " (" .. qg .. ")");
				end
			else
				for i,qg in ipairs(reference.qgs) do
					GameTooltip:AddDoubleLine(i == 1 and L["QUEST_GIVER"] or " ", tostring(qg > 0 and NPCNameFromID[qg] or qg));
				end
			end
		end
		if reference.crs and app.Settings:GetTooltipSetting("creatures") then
			-- extreme amounts of creatures tagged, then only list a summary of how many...
			if #reference.crs > 25 then
				GameTooltip:AddDoubleLine(CREATURE, "[" .. tostring(#reference.crs) .. " Creatures]");
			elseif app.Settings:GetTooltipSetting("creatureID") then
				for i,cr in ipairs(reference.crs) do
					GameTooltip:AddDoubleLine(i == 1 and CREATURE or " ", tostring(cr > 0 and NPCNameFromID[cr] or "") .. " (" .. cr .. ")");
				end
			else
				for i,cr in ipairs(reference.crs) do
					GameTooltip:AddDoubleLine(i == 1 and CREATURE or " ", tostring(cr > 0 and NPCNameFromID[cr] or cr));
				end
			end
		end
		if reference.c and app.Settings:GetTooltipSetting("ClassRequirements") then
			local str = "";
			for i,cl in ipairs(reference.c) do
				if i > 1 then str = str .. ", "; end
				str = str .. C_CreatureInfo.GetClassInfo(cl).className;
			end
			GameTooltip:AddDoubleLine("Classes", str);
		end
		if app.Settings:GetTooltipSetting("RaceRequirements") then
			if reference.races then
				local str = "";
				for i,race in ipairs(reference.races) do
					if i > 1 then str = str .. ", "; end
					str = str .. C_CreatureInfo.GetRaceInfo(race).raceName;
				end
				if #reference.races > 4 then
					GameTooltip:AddLine("Races " .. str, nil, nil, nil, 1);
				else
					GameTooltip:AddDoubleLine("Races", str);
				end
			elseif reference.r and reference.r > 0 then
				GameTooltip:AddDoubleLine("Races", (reference.r == 2 and ITEM_REQ_ALLIANCE) or (reference.r == 1 and ITEM_REQ_HORDE) or "Unknown");
			end
		end
		if reference.isWorldQuest then GameTooltip:AddLine("This can be completed when the world quest is active."); end
		if reference.isDaily then GameTooltip:AddLine("This can be completed daily.");
		elseif reference.isWeekly then GameTooltip:AddLine("This can be completed weekly.");
		elseif reference.isMontly then GameTooltip:AddLine("This can be completed monthly.");
		elseif reference.isYearly then GameTooltip:AddLine("This can be completed yearly.");
		elseif reference.repeatable then GameTooltip:AddLine("This can be repeated multiple times."); end
		if initialBuild and not GameTooltipModel:TrySetModel(reference) and reference.icon then
			if app.Settings:GetTooltipSetting("iconPath") then
				GameTooltip:AddDoubleLine("Icon", reference.icon);
			end
			GameTooltipIcon:SetSize(72,72);
			GameTooltipIcon.icon:SetTexture(reference.preview or reference.icon);
			local texcoord = reference.previewtexcoord or reference.texcoord;
			if texcoord then
				GameTooltipIcon.icon:SetTexCoord(texcoord[1], texcoord[2], texcoord[3], texcoord[4]);
			else
				GameTooltipIcon.icon:SetTexCoord(0, 1, 0, 1);
			end
			GameTooltipIcon:Show();
		end
		if reference.displayID and app.Settings:GetTooltipSetting("displayID") then
			GameTooltip:AddDoubleLine("Display ID", reference.displayID);
		end
		if reference.modelID and app.Settings:GetTooltipSetting("displayID") then
			GameTooltip:AddDoubleLine("Model ID", reference.modelID);
		end
		if reference.cost then
			if type(reference.cost) == "table" then
				local _, name, icon, amount;
				for k,v in pairs(reference.cost) do
					_ = v[1];
					if _ == "i" then
						_,name,_,_,_,_,_,_,_,icon = GetItemInfo(v[2]);
						amount = "x" .. formatNumericWithCommas(v[3]);
					elseif _ == "c" then
						local currencyData = C_CurrencyInfo.GetCurrencyInfo(v[2])
						name = currencyData.name or "Unknown"
						icon = currencyData.iconFileID or nil
						amount = "x" .. formatNumericWithCommas(v[3]);
					elseif _ == "g" then
						name = "";
						icon = nil;
						amount = GetMoneyString(v[2])
					end
					GameTooltip:AddDoubleLine(k == 1 and "Cost" or " ", (icon and ("|T" .. icon .. ":0|t") or "") .. (name or "???") .. " " .. amount);
				end
			else
				local amount = GetMoneyString(reference.cost)
				GameTooltip:AddDoubleLine("Cost", amount);
			end
		end
		if reference.criteriaID and reference.achievementID then
			GameTooltip:AddDoubleLine("Criteria for", GetAchievementLink(reference.achievementID));
		end
		if reference.achievementID then AttachTooltipSearchResults(GameTooltip, "achievementID:" .. reference.achievementID, SearchForField, "achievementID", reference.achievementID, reference.criteriaID); end
		if app.Settings:GetTooltipSetting("Progress") then
			local right = (app.Settings:GetTooltipSetting("ShowIconOnly") and GetProgressTextForRow or GetProgressTextForTooltip)(reference);
			if right and right ~= "" and right ~= "---" then
				GameTooltipTextRight1:SetText(right);
				GameTooltipTextRight1:Show();
			end
		end

		-- Calculate Best Drop Percentage. (Legacy Loot Mode)
		if reference.itemID and not reference.speciesID and not reference.spellID then
			local numSpecializations = GetNumSpecializations();
			if numSpecializations and numSpecializations > 0 then
				local encounterID = GetRelativeValue(reference.parent, "encounterID");
				if encounterID then
					local difficultyID = GetRelativeValue(reference.parent, "difficultyID");
					local encounterCache = fieldCache["encounterID"][encounterID];
					if encounterCache then
						local itemList = {};
						for i,encounter in ipairs(encounterCache) do
							if encounter.g and GetRelativeValue(encounter.parent, "difficultyID") == difficultyID then
								SearchForRelativeItems(encounter, itemList);
							end
						end
						local specHits = {};
						for i,item in ipairs(itemList) do
							local specs = item.specs;
							if specs then
								for j,spec in ipairs(specs) do
									specHits[spec] = (specHits[spec] or 0) + 1;
								end
							end
						end

						local totalItems = #itemList or 1; -- if somehow encounter drops 0 items but an item still references the encounter
						local legacyLoot = C_Loot.IsLegacyLootModeEnabled();

						-- Legacy Loot is simply 1 / total items chance since spec has no relevance to drops, i.e. this one item / total items in drop table
						if totalItems > 0 then
							GameTooltip:AddDoubleLine("Loot Table Chance", GetNumberWithZeros(100 / totalItems, 2) .. "%");
						else
							GameTooltip:AddDoubleLine("Loot Table Chance", "N/A");
						end

						local specs = reference.specs;
						if specs and #specs > 0 then
							local mySpecs = {};
							for i=1,numSpecializations,1 do
								mySpecs[select(1, GetSpecializationInfo(i))] = true;
							end

							-- Available for one or more loot specialization.
							local least, bestSpecID = 99999999;
							local matchingSpecs = {};
							for i,spec in ipairs(specs) do
								local specHit = specHits[spec] or 0;
								if mySpecs[spec] then
									matchingSpecs[spec] = true;

									-- For Personal Loot!
									if specHit > 0 and specHit < least then
										least = specHit;
										bestSpecID = spec;
									end
								end
							end
							if bestSpecID then
								local chance = (1 / specHits[bestSpecID]) * 100;
								local id, name, description, icon = GetSpecializationInfoByID(bestSpecID);
								GameTooltip:AddDoubleLine(legacyLoot and "Best Bonus Roll Chance" or "Best Personal Loot Chance",  GetNumberWithZeros(chance, 2) .. "% (" .. GetNumberWithZeros(chance / 5, 2) .. "%) |T" .. icon .. ":0|t " .. name);
							end
						elseif legacyLoot then
							-- Not available at all, best loot spec is the one with the most number of items in it.
							local most, bestSpecID = 0;
							for i=1,numSpecializations,1 do
								local id = GetSpecializationInfo(i);
								local specHit = specHits[id] or 0;
								if specHit > most then
									most = specHit;
									bestSpecID = i;
								end
							end
							if bestSpecID then
								local id, name, description, icon = GetSpecializationInfo(bestSpecID);
								if totalItems > 0 then
									GameTooltip:AddDoubleLine("Bonus Roll", GetNumberWithZeros((1 / (totalItems - specHits[id])) * 100, 2) .. "% |T" .. icon .. ":0|t " .. name);
								else
									GameTooltip:AddDoubleLine("Bonus Roll", "N/A");
								end
							end
						end
					end
				end
			end
		end

		-- Show info about if this Thing cannot be collected due to a custom collectibility
		-- restriction on the Thing which this character does not meet
		if reference.customCollect and not app.CustomCollects[reference.customCollect] then
			local customCollectEx = L["CUSTOM_COLLECTS_REASONS"][reference.customCollect];
			GameTooltip:AddDoubleLine("Requires: |cff5bc41d" .. (customCollectEx[1] or "[MISSING_LOCALE_KEY]") .. "|r", customCollectEx[2] or "");
		end

		-- Show Quest Prereqs
		local isDebug = app.Settings:Get("DebugMode");
		if reference.sourceQuests and (not reference.saved or isDebug) then
			local prereqs, bc = {}, {};
			for i,sourceQuestID in ipairs(reference.sourceQuests) do
				if sourceQuestID > 0 then
					local qs = SearchForField("questID", sourceQuestID);
					-- check the quests cached under this questID for the correct quest group
					if qs and #qs > 0 then
						local i, sq = #qs;
						while not sq and i > 0 do
							if qs[i].questID == sourceQuestID then sq = qs[i]; end
							i = i - 1;
						end
						if sq and (isDebug or (app.ClassRequirementFilter(sq) and app.RaceRequirementFilter(sq))) then
							if IsQuestFlaggedCompletedForObject(sq) ~= 1 or isDebug then
								if sq.isBreadcrumb then
									table.insert(bc, sq);
								else
									table.insert(prereqs, sq);
								end
							end
						end
					elseif not IsQuestFlaggedCompleted(sourceQuestID) or isDebug then
						table.insert(prereqs, {questID = sourceQuestID});
					end
				end
			end
			if prereqs and #prereqs > 0 then
				GameTooltip:AddLine("There are prerequisite quests that must be completed before this may be obtained:");
				for i,prereq in ipairs(prereqs) do
					-- TODO: adding a call to GetCollectionIcon() instead of GetCompletionIcon() instead  causes the 'more than 60 upvalues' error...
					-- GameTooltip:AddLine("   " .. prereq.questID .. ": " .. (prereq.text or QuestTitleFromID[prereq.questID]) .. " " .. GetCollectionIcon(IsQuestFlaggedCompletedForObject(prereq)));
					GameTooltip:AddLine("   " .. prereq.questID .. ": " .. (prereq.text or QuestTitleFromID[prereq.questID]) .. " " .. GetCompletionIcon(IsQuestFlaggedCompleted(prereq.questID)));
				end
			end
			if bc and #bc > 0 then
				GameTooltip:AddLine("There are breadcrumb quests that may be not be obtainable after completing this:");
				for i,prereq in ipairs(bc) do
					GameTooltip:AddLine("   " .. prereq.questID .. ": " .. (prereq.text or QuestTitleFromID[prereq.questID]));
				end
			end
		end

		-- Show Breadcrumb information
		if reference.isBreadcrumb then
			GameTooltip:AddLine("This is a breadcrumb quest.");
			if reference.nextQuests then
				local isBreadcrumbAvailable = true;
				local nextq, nq = {};
				for i,nextQuestID in ipairs(reference.nextQuests) do
					if nextQuestID > 0 then
						local nq = app.SearchForObjectClone("questID", nextQuestID);
						-- existing quest group
						if nq then
							table.insert(nextq, nq);
						else
							table.insert(nextq, {questID = nextQuestID});
						end
						if IsQuestFlaggedCompleted(nextQuestID) then
							isBreadcrumbAvailable = false;
						end
					end
				end
				if isBreadcrumbAvailable then
					-- The character is able to accept the breadcrumb quest without Party Sync
					GameTooltip:AddLine("This may be unable to be completed without Party Sync if completing any of these quests first:");
				else
					-- The character wont be able to accept this quest without the help of a lower level character using Party Sync
					GameTooltip:AddLine("This may be obtained via Party Sync with another character that has not completed any of these quests:");
				end
				for i,nquest in ipairs(nextq) do
					GameTooltip:AddLine("   " .. nquest.questID .. ": " .. (nquest.text or QuestTitleFromID[nquest.questID]));
				end
			elseif not reference.DisablePartySync then
				-- There is no information about next quests that invalidates the breadcrumb
				GameTooltip:AddLine("This may be obtained via Party Sync with a character that is able to accept this quest.");
			end
		end

		-- Show lockout information
		if reference.instanceID then
			-- Contains information about an Instance (Raid or Dungeon)
			local locks = reference.locks;
			if locks then
				if reference.isLockoutShared and locks.shared then
					GameTooltip:AddDoubleLine("Shared", date("%c", locks.shared.reset));
					for encounterIter,encounter in pairs(locks.shared.encounters) do
						GameTooltip:AddDoubleLine(" " .. encounter.name, GetCompletionIcon(encounter.isKilled));
					end
				else
					for key,value in pairs(locks) do
						if key == "shared" then
							-- Skip
						else
							GameTooltip:AddDoubleLine(Colorize(GetDifficultyInfo(key), app.DifficultyColors[key] or "ff1eff00"), date("%c", value.reset));
							for encounterIter,encounter in pairs(value.encounters) do
								GameTooltip:AddDoubleLine(" " .. encounter.name, GetCompletionIcon(encounter.isKilled));
							end
						end
					end
				end
			end
		elseif reference.difficultyID then
			-- Contains information about a Difficulty
			local locks = reference.locks;
			if locks then
				GameTooltip:AddDoubleLine("Resets", date("%c", locks.reset));
				for encounterIter,encounter in pairs(locks.encounters) do
					GameTooltip:AddDoubleLine(" " .. encounter.name, GetCompletionIcon(encounter.isKilled));
				end
			end
		end

		if app.Settings:GetTooltipSetting("Show:TooltipHelp") then
			if reference.g then
				-- If we're at the Auction House
				if AuctionFrame and AuctionFrame:IsShown() then
					GameTooltip:AddLine(L[(self.index > 0 and "OTHER_ROW_INSTRUCTIONS_AH") or "TOP_ROW_INSTRUCTIONS_AH"], 1, 1, 1);
				else
					GameTooltip:AddLine(L[(self.index > 0 and "OTHER_ROW_INSTRUCTIONS") or "TOP_ROW_INSTRUCTIONS"], 1, 1, 1);
				end
			end
		end
		-- Add info in tooltip for the header of a Window for whether it is locked or not
		if self.index == 0 then
			local owner = self:GetParent():GetParent();
			if owner and owner.isLocked then
				GameTooltip:AddLine(L["TOP_ROW_TO_UNLOCK"], 1, 1, 1);
			else
				GameTooltip:AddLine(L["TOP_ROW_TO_LOCK"], 1, 1, 1);
			end
		end

		-- print("OnRowEnter-Show");
		GameTooltip.MiscFieldsComplete = true;
		GameTooltip:Show();
		-- print("OnRowEnter-Return");
	end
end
RowOnLeave = function (self)
	if GameTooltip then
		GameTooltip:ClearLines();
		GameTooltip:Hide();
		GameTooltipIcon.icon.Background:Hide();
		GameTooltipIcon.icon.Border:Hide();
		GameTooltipIcon:Hide();
		GameTooltipModel:Hide();
		GameTooltip.IsRefreshing = nil;
	end
end
CreateRow = function(self)
	local row = CreateFrame("Button", nil, self);
	row.index = #self.rows;
	if row.index == 0 then
		-- This means relative to the parent.
		row:SetPoint("TOPLEFT");
		row:SetPoint("TOPRIGHT");
	else
		-- This means relative to the row above this one.
		row:SetPoint("TOPLEFT", self.rows[row.index], "BOTTOMLEFT");
		row:SetPoint("TOPRIGHT", self.rows[row.index], "BOTTOMRIGHT");
	end
	table.insert(self.rows, row);

	-- Setup highlighting and event handling
	row:SetHighlightTexture("Interface\\QuestFrame\\UI-QuestTitleHighlight", "ADD");
	row:RegisterForClicks("LeftButtonDown","RightButtonDown");
	row:SetScript("OnClick", RowOnClick);
	row:SetScript("OnEnter", RowOnEnter);
	row:SetScript("OnLeave", RowOnLeave);
	row:EnableMouse(true);

	-- Label is the text information you read.
	row.Label = row:CreateFontString(nil, "ARTWORK", "GameFontNormal");
	row.Label:SetJustifyH("LEFT");
	row.Label:SetPoint("BOTTOM");
	row.Label:SetPoint("TOP");
	row:SetHeight(select(2, row.Label:GetFont()) + 4);

	-- Summary is the completion summary information. (percentage text)
	row.Summary = row:CreateFontString(nil, "ARTWORK", "GameFontNormal");
	row.Summary:SetJustifyH("RIGHT");
	row.Summary:SetPoint("BOTTOM");
	row.Summary:SetPoint("RIGHT");
	row.Summary:SetPoint("TOP");

	-- Background is used by the Map Highlight functionality.
	row.Background = row:CreateTexture(nil, "BACKGROUND");
	row.Background:SetPoint("LEFT", 4, 0);
	row.Background:SetPoint("BOTTOM");
	row.Background:SetPoint("RIGHT");
	row.Background:SetPoint("TOP");
	row.Background:SetTexture("Interface\\QuestFrame\\UI-QuestTitleHighlight");

	-- Indicator is used by the Instance Saves functionality.
	row.Indicator = row:CreateTexture(nil, "ARTWORK");
	row.Indicator:SetPoint("BOTTOM");
	row.Indicator:SetPoint("TOP");
	row.Indicator:SetWidth(row:GetHeight());

	-- Texture is the icon.
	row.Texture = row:CreateTexture(nil, "ARTWORK");
	row.Texture:SetPoint("BOTTOM");
	row.Texture:SetPoint("TOP");
	row.Texture:SetWidth(row:GetHeight());
	row.Texture.Background = row:CreateTexture(nil, "BACKGROUND");
	row.Texture.Background:SetPoint("BOTTOM");
	row.Texture.Background:SetPoint("TOP");
	row.Texture.Background:SetWidth(row:GetHeight());
	row.Texture.Border = row:CreateTexture(nil, "BORDER");
	row.Texture.Border:SetPoint("BOTTOM");
	row.Texture.Border:SetPoint("TOP");
	row.Texture.Border:SetWidth(row:GetHeight());

	-- Forced/External Update of a Tooltip produced by an ATT row to use the same function which created it
	row.UpdateTooltip = RowOnEnter;

	-- Clear the Row Data Initially
	ClearRowData(row);
	return row;
end
local function OnScrollBarMouseWheel(self, delta)
	self.ScrollBar:SetValue(self.ScrollBar.CurrentValue - delta);
end
local function OnScrollBarValueChanged(self, value)
	if self.CurrentValue ~= value then
		self.CurrentValue = value;
		self:GetParent():Refresh();
	end
end
local function ProcessGroup(data, object)
	if app.VisibilityFilter(object) then
		tinsert(data, object);
		if object.g and object.expanded then
			for j, group in ipairs(object.g) do
				ProcessGroup(data, group);
			end
		end
	end
end
local function Update(self, force, got)
	if self.data then
		--print((self.Suffix or self.suffix) .. ": Update", force, self:IsVisible());
		if force or self:IsVisible() then
			if not self.rowData then
				self.rowData = {};
			else
				wipe(self.rowData);
			end
			self.data.expanded = true;
			if self.shouldFullRefresh and (force or got) then
				self.data.progress = 0;
				self.data.total = 0;
				UpdateGroups(self.data, self.data.g);
			end
			ProcessGroup(self.rowData, self.data);

			-- Does this user have everything?
			if self.data.total then
				if self.data.total <= self.data.progress then
					if #self.rowData < 1 then
						self.data.back = 1;
						tinsert(self.rowData, self.data);
					end
					if self.missingData then
						if got then app:PlayCompleteSound(); end
						self.missingData = nil;
					end
					tinsert(self.rowData, {
						["text"] = "No entries matching your filters were found.",
						["description"] = "If you believe this was in error, try activating 'Debug Mode'. One of your filters may be restricting the visibility of the group.",
						["collectible"] = 1,
						["collected"] = 1,
						["back"] = 0.7
					});
				else
					self.missingData = true;
				end
			else
				self.missingData = nil;
			end

			self:Refresh();
			return true;
		end
	end
end

function app:GetDataCache()
	-- Update the Row Data by filtering raw data
	local allData = app:GetWindow("Prime").data;
	if not allData or not allData.total and app.Categories then
		allData = setmetatable({}, {
			__index = function(t, key)
				if key == "title" then
					return app.Settings:GetModeString() .. DESCRIPTION_SEPARATOR .. app.GetNumberOfItemsUntilNextPercentage(t.progress, t.total);
				else
					-- Something that isn't dynamic.
					return table[key];
				end
			end
		});
		allData.expanded = true;
		allData.icon = "Interface\\Addons\\AllTheThings\\assets\\content";
		allData.texcoord = {429 / 512, (429 + 36) / 512, 217 / 256, (217 + 36) / 256};
		allData.previewtexcoord = {1 / 512, (1 + 72) / 512, 75 / 256, (75 + 72) / 256};
		allData.text = L["TITLE"];
		allData.description = L["DESCRIPTION"];
		allData.visible = true;
		allData.font = "GameFontNormalLarge";
		allData.progress = 0;
		allData.total = 0;
		local g, db = {};
		allData.g = g;
		table.insert(app.RawData, allData);

		-- Dungeons & Raids
		db = {};
		db.g = app.Categories.Instances;
		db.expanded = false;
		db.text = GROUP_FINDER;
		db.icon = "Interface\\Addons\\AllTheThings\\assets\\D&R";
		table.insert(g, db);

		-- Zones
		if app.Categories.Zones then
			db = {};
			db.g = app.Categories.Zones;
			-- db = app.CreateAchievement(46, app.Categories.Zones);
			db.expanded = false;
			db.text = BUG_CATEGORY2;
			db.icon = "Interface\\Addons\\AllTheThings\\assets\\zones"
			db.collectible = false;
			table.insert(g, db);
		end

		-- World Drops / Bind on Equips
		if app.Categories.WorldDrops then
			db = {};
			db.g = app.Categories.WorldDrops;
			db.expanded = false;
			db.text = TRANSMOG_SOURCE_4;
			--db.text = ITEM_BIND_ON_EQUIP;
			db.icon = "Interface\\Addons\\AllTheThings\\assets\\wdrop";
			table.insert(g, db);
		end

		-- Group Finder
		if app.Categories.GroupFinder then
			db = {};
			db.g = app.Categories.GroupFinder;
			-- db = app.CreateAchievement(4476, app.Categories.GroupFinder);	-- Looking for More
			db.expanded = false;
			db.text = DUNGEONS_BUTTON;
			db.icon = "Interface\\Addons\\AllTheThings\\assets\\grpf"
			db.collectible = false;
			table.insert(g, db);
		end

		-- Achievements
		if app.Categories.Achievements then
			db = {};
			db.g = app.Categories.Achievements;
			-- db = app.CreateAchievement(4496, app.Categories.Achievements);	-- It's Over Nine Thousand
			db.expanded = false;
			db.text = TRACKER_HEADER_ACHIEVEMENTS;
			db.icon = "Interface\\Addons\\AllTheThings\\assets\\ach"
			db.npcID = -4;
			db.collectible = false;
			table.insert(g, db);
		end

		-- Expansion Features
		if app.Categories.ExpansionFeatures then
			db = {};
			db.g = app.Categories.ExpansionFeatures;
			db.lvl = 10;
			db.expanded = false;
			db.text = GetCategoryInfo(15301);
			db.icon = "Interface\\Addons\\AllTheThings\\assets\\xpacf";
			db.collectible = false;
			table.insert(g, db);
		end

		-- Events
		if app.Categories.WorldEvents then
			db = app.CreateDifficulty(18, app.Categories.WorldEvents);
			db.icon = "Interface\\Addons\\AllTheThings\\assets\\event";
			db.expanded = false;
			db.collectible = false;
			table.insert(g, db);
		end

		-- Holidays
		if app.Categories.Holidays then
			db = {};
			db.g = app.Categories.Holidays;
			-- db = app.CreateAchievement(2144, app.Categories.Holidays);
			db.icon = "Interface\\Addons\\AllTheThings\\assets\\Hol";
			db.expanded = false;
			db.text = GetItemSubClassInfo(15,3);
			db.npcID = -3;
			db.collectible = false;
			table.insert(g, db);
		end

		db = {};
		db.g = {};
		db.fps = {};
		app.CacheFlightPathData();
		db.OnUpdate = function(self)
			local cache = self.g;
			table.wipe(cache);
			-- Uncomment to harvest flight path data.
			-- SetDataMember("FlightPathData", app.FlightPathDB);
			for i,fp in pairs(app.FlightPathDB) do
				local id = tonumber(i);
				local fp = self.fps[id];
				if not fp then
					fp = app.CreateFlightPath(id);
					self.fps[id] = fp;
				end
				tinsert(cache, fp);
			end
			table.sort(cache, function(a, b)
				return a.text < b.text;
			end);
			self.g = cache;
		end;
		db.OnUpdate(db);
		db.text = "Flight Paths";
		db.icon = "Interface\\Addons\\AllTheThings\\assets\\fpl";
		table.insert(g, db);

		-- Pet Battles
		if app.Categories.PetBattles then
			db = {};
			db.g = app.Categories.PetBattles;
			-- db = app.CreateAchievement(6559, app.Categories.PetBattles); -- Traveling Pet Mauler
			db.lvl = 3; -- Must be 3 to train (used to be 5 pre-scale)
			db.expanded = false;
			db.text = SHOW_PET_BATTLES_ON_MAP_TEXT; -- Pet Battles
			db.icon = "Interface\\Addons\\AllTheThings\\assets\\petb"
			db.collectible = false;
			table.insert(g, db);
		end

		-- PvP
		if app.Categories.PVP then
			db = {};
			db.g = app.Categories.PVP;
			db.expanded = false;
			db.text = STAT_CATEGORY_PVP;
			db.icon = "Interface\\Addons\\AllTheThings\\assets\\pvp";
			db.collectible = false;
			table.insert(g, db);
		end

		-- Craftables
		if app.Categories.Craftables then
			db = {};
			db.g = app.Categories.Craftables;
			-- db = app.CreateAchievement(5035, {});
			db.expanded = false;
			db.text = LOOT_JOURNAL_LEGENDARIES_SOURCE_CRAFTED_ITEM;
			db.icon = "Interface\\Addons\\AllTheThings\\assets\\craft";
			db.collectible = false;
			table.insert(g, db);
		end

		-- Professions
		if app.Categories.Professions then
			db = {};
			db.g = app.Categories.Professions;
			-- db = app.CreateAchievement(10583, {});
			db.expanded = false;
			db.text = TRADE_SKILLS;
			db.icon = "Interface\\Addons\\AllTheThings\\assets\\prof";
			db.collectible = false;
			table.insert(g, db);
		end

		-- Secrets
		if app.Categories.Secrets then
			db = {};
			db.g = app.Categories.Secrets;
			db.expanded = false;
			db.description = "Naughty secrets...";
			db.text = L["SECRETS_HEADER"];
			db.icon = "Interface\\Addons\\AllTheThings\\assets\\secrets";
			db.collectible = false;
			table.insert(g, db);
		end

		-- Selfie Filters
		if app.Categories.SelfieFilters then
			db = {};
			db.g = app.Categories.SelfieFilters;
			db.expanded = false;
			db.text = L["SELFIE_FILTERS_HEADER"];
			db.icon = "Interface\\Addons\\AllTheThings\\assets\\Selfc";
			db.lvl = 40;	-- used to be 100
			table.insert(g, db);
		end

		-- Gear Sets
		if app.Categories.GearSets then
			db = {};
			db.g = app.Categories.GearSets;
			-- db = app.CreateAchievement(11761, app.Categories.GearSets);
			db.expanded = false;
			db.text = LOOT_JOURNAL_ITEM_SETS;
			db.icon = "Interface\\Addons\\AllTheThings\\assets\\isets";
			table.insert(g, db);
		end

		-- In-Game Store
		if app.Categories.InGameShop then
			db = {};
			db.g = app.Categories.InGameShop;
			db.expanded = false;
			db.text = BATTLE_PET_SOURCE_10;
			db.icon = "Interface\\Addons\\AllTheThings\\assets\\gshop";
			table.insert(g, db);
		end

		-- Illusions
		if app.Categories.Illusions then
			db = {};
			db.g = app.Categories.Illusions;
			db.expanded = false;
			db.text = "Illusions";
			table.insert(g, db);
		end

		-- Factions
		if app.Categories.Factions then
			db = {};
			db.g = app.Categories.Factions;
			-- db = app.CreateAchievement(11177, app.Categories.Factions);
			db.expanded = false;
			db.text = "Factions";
			db.icon = "Interface\\Addons\\AllTheThings\\assets\\factions";
			table.insert(g, db);
		end

		-- Mounts
		if app.Categories.Mounts then
			db = {};
			db.g = app.Categories.Mounts;
			-- db = app.CreateAchievement(app.FactionID == Enum.FlightPathFaction.Horde and 12934 or 12933, app.Categories.Mounts);
			db.expanded = false;
			db.text = MOUNTS;
			db.icon = "Interface\\Addons\\AllTheThings\\assets\\mounts"
			table.insert(g, db);
		end

		-- Pet Journal
		if app.Categories.PetJournal then
			db = {};
			db.g = app.Categories.PetJournal;
			-- db = app.CreateAchievement(12958, app.Categories.PetJournal);
			db.f = 101;
			db.expanded = false;
			db.text = PET_JOURNAL;
			db.icon = "Interface\\Addons\\AllTheThings\\assets\\petj";
			table.insert(g, db);
		end

		-- Titles
		if app.Categories.Titles then
			db = {};
			db.g = app.Categories.Titles;
			-- db = app.CreateAchievement(2188, app.Categories.Titles);
			db.expanded = false;
			db.text = "Titles";
			table.insert(g, db);
		end

		-- Toys
		if app.Categories.Toys then
			db = {};
			db.g = app.Categories.Toys;
			-- db = app.CreateAchievement(12996, app.Categories.Toys);
			db.icon = "Interface\\Addons\\AllTheThings\\assets\\toy";
			db.expanded = false;
			db.f = 102;
			db.text = TOY_BOX;
			table.insert(g, db);
		end

		--[[
		-- DYNAMIC TOY BOX (not filtered)
		db = {};
		db.g = {};
		db.OnUpdate = function(self)
			local numToys = C_ToyBox.GetNumToys();
			if numToys and numToys > 0 then
				local cache = self.g;
				table.wipe(cache);
				C_ToyBox.SetAllExpansionTypeFilters(true);
				C_ToyBox.SetAllSourceTypeFilters(true);
				C_ToyBox.SetUncollectedShown(true);
				C_ToyBox.SetCollectedShown(true);
				C_ToyBox.SetUnusableShown(true);
				for index=1,numToys,1 do
					local itemID = C_ToyBox.GetToyFromIndex(index);
					if itemID and itemID > 0 then
						tinsert(cache, app.CreateToy(itemID));
					end
				end
				self.g = cache;
				self.OnUpdate = nil;
			end
		end;
		db.OnUpdate(db);
		db.expanded = false;
		db.text = TOY_BOX;
		db.icon = "Interface\\ICONS\\INV_Misc_Toy_10";
		table.insert(g, db);
		]]--

		--[[
		-- Never Implemented
		if app.Categories.NeverImplemented then
			db = {};
			db.expanded = false;
			db.g = app.Categories.NeverImplemented;
			db.text = "Never Implemented";
			table.insert(g, db);
		end

		-- Unsorted
		if app.Categories.Unsorted then
			db = {};
			db.g = app.Categories.Unsorted;
			db.expanded = false;
			db.text = "Unsorted";
			table.insert(g, db);
		end

		-- Models (Dynamic)
		db = app.CreateAchievement(9924, (function()
			local cache = GetTempDataMember("MODEL_CACHE");
			if not cache then
				cache = {};
				SetTempDataMember("MODEL_CACHE", cache);
				for i=1,78092,1 do
					tinsert(cache, {["displayID"] = i,["text"] = "Model #" .. i});
				end
			end
			return cache;
		end)());
		db.expanded = false;
		db.text = "Models (Dynamic)";
		table.insert(g, db);
		--]]

		-- Illusions (Dynamic)
		--[[
		db = {};
		db.g = (function()
			local cache = GetTempDataMember("ILLUSION_CACHE");
			if not cache then
				cache = {};
				SetTempDataMember("ILLUSION_CACHE", cache);
				for i=1,10000,1 do
					local visualID = select(1, C_TransmogCollection.GetIllusionSourceInfo(i));
					if visualID and visualID > 0 then
						tinsert(cache, app.CreateIllusion(i));
					end
				end
			end
			return cache;
		end)();
		db.expanded = false;
		db.text = "Illusions (Dynamic)";
		table.insert(g, db);
		--]]
		-- Items (Dynamic)
		--[[
		db = {};
		db.g = (function()
			local cache = GetTempDataMember("ITEM_CACHE");
			if not cache then
				cache = {};
				SetTempDataMember("ITEM_CACHE", cache);
				for i=166000,1,-1 do
					tinsert(cache, app.CreateItem(i));
				end
			end
			return cache;
		end)();
		db.expanded = false;
		db.text = "All Items (Dynamic)";
		table.insert(g, db);
		]]--

		-- Mounts (Dynamic)
		--[[
		db = app.CreateAchievement(app.FactionID == Enum.FlightPathFaction.Horde and 10355 or 10356, GetTempDataMember("MOUNT_CACHE"));
		db.expanded = false;
		db.text = "Mounts (Dynamic)";
		table.insert(g, db);
		--]]

		--[[
		-- SUPER SECRETTTT!
		-- Artifacts (Dynamic)
		db = app.CreateAchievement(11171, (function()
			local cache = GetTempDataMember("ARTIFACT_CACHE");
			if not cache then
				cache = {};
				SetTempDataMember("ARTIFACT_CACHE", cache);
				for i=1,10000,1 do
					if C_ArtifactUI_GetAppearanceInfoByID(i) then
						tinsert(cache, app.CreateArtifact(i));
					end
				end
			end
			return cache;
		end)());
		db.expanded = false;
		db.text = "Artifacts (Dynamic)";
		table.insert(g, db);

		-- Titles (Dynamic)
		db = app.CreateAchievement(2188, (function()
			local cache = GetTempDataMember("TITLE_CACHE");
			if not cache then
				cache = {};
				SetTempDataMember("TITLE_CACHE", cache);
				for i=1,10000,1 do
					if GetTitleName(i) then
						tinsert(cache, app.CreateTitle(i));
					end
				end
			end
			return cache;
		end)());
		db.expanded = false;
		db.text = "Titles (Dynamic)";
		table.insert(g, db);

		-- Factions (Dynamic)
		db = app.CreateAchievement(11177, (function()
			local cache = GetTempDataMember("FACTION_CACHE");
			if not cache then
				cache = {};
				SetTempDataMember("FACTION_CACHE", cache);
				for i=1,5000,1 do
					tinsert(cache, app.CreateFaction(i));
				end
			end
			return cache;
		end)());
		db.expanded = false;
		db.text = "Factions (Dynamic)";
		table.insert(g, db);
		--]]



		--[[

		-- Gear Sets
		function SortGearSetInformation(a,b)
			local first = a.uiOrder - b.uiOrder;
			if first == 0 then return a.setID < b.setID; end
			return first < 0;
		end
		function SortGearSetSources(a,b)
			local first = a.invType - b.invType;
			if first == 0 then return a.invType < b.invType; end
			return first < 0;
		end
		table.insert(g, (function()
			--if true then return nil; end
			local db = GetTempDataMember("GEAR_SET_CACHE", nil);
			if not db then
				db = {};
				db.expanded = false;
				db.text = "Item Sets";
				SetTempDataMember("GEAR_SET_CACHE", db);
			end

			-- Rebuild the cache every time.
			cache = {};
			db.g = cache;
			--SetDataMember("GEAR_SET_CACHE", cache);
			local sets = C_TransmogSets.GetAllSets();
			if sets then
				local gearSets = {};
				for index = 1,#sets do
					local s = sets[index];
					if s then
						local sources = {};
						tinsert(gearSets, setmetatable({ ["setID"] = s.setID, ["uiOrder"] = s.uiOrder, ["g"] = sources }, app.BaseGearSet));
						for sourceID, value in pairs(C_TransmogSets.GetSetSources(s.setID)) do
							local _, appearanceID = C_TransmogCollection_GetAppearanceSourceInfo(sourceID);
							if appearanceID then
								for i, otherSourceID in ipairs(C_TransmogCollection_GetAllAppearanceSources(appearanceID)) do
									tinsert(sources, setmetatable({ s = otherSourceID }, app.BaseGearSource));
								end
							else
								tinsert(sources, setmetatable({ s = sourceID }, app.BaseGearSource));
							end
						end
						table.sort(sources, SortGearSetSources);
					end
				end
				table.sort(gearSets, SortGearSetInformation);

				-- Let's build some headers!
				local headers = {};
				local header, subheader, lastHeader, lastSubHeader, lastHeaderText, lastSubHeaderText;
				for i, gearSet in ipairs(gearSets) do
					header = gearSet.header;
					if header then
						if header ~= lastHeaderText then
							if headers[header] then
								lastHeader = headers[header];
							else
								lastHeader = setmetatable({ ["setHeaderID"] = gearSet.setID, ["subheaders"] = {}, ["g"] = {} }, app.BaseGearSetHeader);
								tinsert(cache, lastHeader);
								lastHeader = lastHeader;
								headers[header] = lastHeader;
							end
							lastHeaderText = header;
							lastSubHeaderText = nil;
						end
					else
						lastHeader = cache;
						lastHeaderText = header;
					end
					subheader = gearSet.subheader;
					if subheader then
						if subheader ~= lastSubHeaderText then
							if lastHeader and lastHeader.subheaders then
								if lastHeader.subheaders[subheader] then
									lastSubHeader = lastHeader.subheaders[subheader];
								else
									lastSubHeader = setmetatable({ ["setSubHeaderID"] = gearSet.setID, ["g"] = { } }, app.BaseGearSetSubHeader);
									tinsert(lastHeader and lastHeader.g or lastHeader, lastSubHeader);
									lastSubHeader = lastSubHeader;
									lastHeader.subheaders[subheader] = lastSubHeader;
								end
							else
								lastSubHeader = setmetatable({ ["setSubHeaderID"] = gearSet.setID, ["g"] = { } }, app.BaseGearSetSubHeader);
								tinsert(lastHeader and lastHeader.g or lastHeader, lastSubHeader);
								lastSubHeader = lastSubHeader;
							end
							lastSubHeaderText = subheader;
						end
					else
						lastSubHeader = lastHeader;
						lastSubHeaderText = subheader;
					end
					gearSet.uiOrder = nil;
					tinsert(lastSubHeader and lastSubHeader.g or lastSubHeader, gearSet);
				end
			end
			return db;
		end)());
		--]]

		-- Yourself.
		table.insert(g, app.CreateUnit("player", {
			["collected"] = 1,
			["description"] = "Awarded for logging in.\n\nGood job! YOU DID IT!\n\nOnly visible while in Debug Mode.",
			["races"] = { app.RaceID },
			["c"] = { app.ClassIndex },
			["factionID"] = app.FactionID,
		}));

		-- The Main Window's Data
		app.refreshDataForce = true;
		BuildGroups(allData, allData.g);
		app:GetWindow("Prime").data = allData;
		CacheFields(allData);

		-- Now build the hidden "Unsorted" Window's Data
		allData = {};
		allData.expanded = true;
		allData.icon = "Interface\\Addons\\AllTheThings\\assets\\content";
		allData.texcoord = {429 / 512, (429 + 36) / 512, 217 / 256, (217 + 36) / 256};
		allData.previewtexcoord = {1 / 512, (1 + 72) / 512, 75 / 256, (75 + 72) / 256};
		allData.font = "GameFontNormalLarge";
		allData.text = L["TITLE"] .. " (Unsorted)";
		allData.title = "Unsorted";
		allData.description = "This data hasn't been implemented yet.";
		allData.visible = true;
		allData.progress = 0;
		allData.total = 0;
		local g, db = {};
		allData.g = g;
		table.insert(app.RawData, allData);

		-- Never Implemented
		if app.Categories.NeverImplemented then
			db = {};
			db.expanded = false;
			db.g = app.Categories.NeverImplemented;
			db.text = "Never Implemented";
			db.description = "Items here technically exist within the game but have never been made available to players";
			table.insert(g, db);
		end

		-- Hidden Quest Triggers
		if app.Categories.HiddenQuestTriggers then
			db = {};
			db.expanded = false;
			db.g = app.Categories.HiddenQuestTriggers;
			db.text = "Hidden Quest Triggers";
			db.description = "These are Quests which have been manually determined to trigger based on specific criteria and are mainly used internally by the game for tracking purposes";
			table.insert(g, db);
		end

		-- Unsorted
		if app.Categories.Unsorted then
			db = {};
			db.g = app.Categories.Unsorted;
			db.expanded = false;
			db.text = "Unsorted";
			db.description = "Items here exist within the game and may be available to players, but have not yet been sourced into the accurate location in ATT";
			table.insert(g, db);
		end
		BuildGroups(allData, allData.g);
		app:GetWindow("Unsorted").data = allData;
		CacheFields(allData);
	end
	app.GetDataCache = function()
		return app:GetWindow("Prime").data;
	end
	return allData;
end

local backdrop = {
	bgFile = "Interface/Tooltips/UI-Tooltip-Background",
	edgeFile = "Interface/Tooltips/UI-Tooltip-Border",
	tile = true, tileSize = 16, edgeSize = 16,
	insets = { left = 4, right = 4, top = 4, bottom = 4 }
};

-- Collection Window Creation
function app:RefreshData(lazy, got, manual)
	-- print("RefreshData(" .. tostring(lazy or false) .. ", " .. tostring(got or false) .. ")");
	app.refreshDataForce = app.refreshDataForce or not lazy;
	app.countdown = manual and 0 or 30;
	StartCoroutine("RefreshData", function()
		-- While the player is in combat, wait for combat to end.
		-- print("Wait Combat/Ready")
		while InCombatLockdown() or not app.IsReady do coroutine.yield(); end

		-- Wait 1/2 second. For multiple simultaneous requests, each one will reapply the delay. [This should fix a lot of lag with ensembles.]
		-- print("Wait Countdown")
		while app.countdown > 0 do
			app.countdown = app.countdown - 1;
			coroutine.yield();
		end

		-- Send an Update to the Windows to Rebuild their Row Data
		if app.refreshDataForce then
			app.refreshDataForce = nil;
			-- print("Update Groups")
			app:GetDataCache();
			for i,data in ipairs(app.RawData) do
				data.progress = 0;
				data.total = 0;
				UpdateGroups(data, data.g);
			end

			-- Forcibly update the windows.
			app:UpdateWindows(true, got);
		else
			app:UpdateWindows(nil, got);
		end

		-- Send a message to your party members.
		local data = app:GetWindow("Prime").data;
		local msg = "A\t" .. app.Version .. "\t" .. (data.progress or 0) .. "\t" .. (data.total or 0);
		if app.lastMsg ~= msg then
			SendSocialMessage(msg);
			app.lastMsg = msg;
		end
		wipe(searchCache);
	end);
end
function app:GetWindow(suffix, parent, onUpdate)
	local window = app.Windows[suffix];
	if not window then
		-- Create the window instance.
		window = CreateFrame("FRAME", app:GetName() .. "-Window-" .. suffix, parent or UIParent, BackdropTemplateMixin and "BackdropTemplate");
		app.Windows[suffix] = window;
		window.Suffix = suffix;
		window.Refresh = Refresh;
		window.BaseUpdate = Update;
		window.Toggle = Toggle;
		window.SetVisible = SetVisible;
		if AllTheThingsSettings then
			if suffix == "Prime" then
				window:SetScale(app.Settings:GetTooltipSetting("MainListScale"));
			else
				window:SetScale(app.Settings:GetTooltipSetting("MiniListScale"));
			end
		end

		window:SetScript("OnMouseWheel", OnScrollBarMouseWheel);
		window:SetScript("OnMouseDown", StartMovingOrSizing);
		window:SetScript("OnMouseUp", StopMovingOrSizing);
		window:SetScript("OnHide", StopMovingOrSizing);
		window:SetBackdrop(backdrop);
		window:SetBackdropBorderColor(1, 1, 1, 1);
		window:SetBackdropColor(0, 0, 0, 1);
		window:SetClampedToScreen(true);
		window:SetToplevel(true);
		window:EnableMouse(true);
		window:SetMovable(true);
		window:SetResizable(true);
		window:SetPoint("CENTER");
		window:SetMinResize(96, 32);
		window:SetSize(300, 300);

		window:SetUserPlaced(true);
		window.data = {
			['text'] = suffix,
			['icon'] = "Interface\\Icons\\Ability_Spy.blp",
			['visible'] = true,
			['expanded'] = true,
			['g'] = {
				{
					['text'] = "No data linked to listing.",
					['visible'] = true
				}
			}
		};

		-- set whether this window lock is persistable between sessions
		if suffix == "Prime" or suffix == "CurrentInstance" or suffix == "RaidAssistant" or suffix == "WorldQuests" then
			window.lockPersistable = true;
		end

		window:Hide();

		-- The Close Button. It's assigned as a local variable so you can change how it behaves.
		window.CloseButton = CreateFrame("Button", nil, window, "UIPanelCloseButton");
		window.CloseButton:SetPoint("TOPRIGHT", window, "TOPRIGHT", 4, 3);
		window.CloseButton:SetScript("OnClick", OnCloseButtonPressed);

		-- The Scroll Bar.
		local scrollbar = CreateFrame("Slider", nil, window, "UIPanelScrollBarTemplate");
		scrollbar:SetPoint("TOP", window.CloseButton, "BOTTOM", 0, -10);
		scrollbar:SetPoint("BOTTOMRIGHT", window, "BOTTOMRIGHT", -4, 36);
		scrollbar:SetScript("OnValueChanged", OnScrollBarValueChanged);
		scrollbar.back = scrollbar:CreateTexture(nil, "BACKGROUND");
		scrollbar.back:SetColorTexture(0,0,0,0.4)
		scrollbar.back:SetAllPoints(scrollbar);
		scrollbar:SetMinMaxValues(1, 1);
		scrollbar:SetValueStep(1);
		scrollbar:SetObeyStepOnDrag(true);
		scrollbar.CurrentValue = 1;
		scrollbar:SetWidth(16);
		scrollbar:EnableMouseWheel(true);
		window:EnableMouseWheel(true);
		window.ScrollBar = scrollbar;

		-- The Corner Grip. (this isn't actually used, but it helps indicate to players that they can do something)
		local grip = window:CreateTexture(nil, "ARTWORK");
		grip:SetTexture("Interface\\AddOns\\AllTheThings\\assets\\grip");
		grip:SetSize(16, 16);
		grip:SetTexCoord(0,1,0,1);
		grip:SetPoint("BOTTOMRIGHT", -5, 5);
		window.Grip = grip;

		-- The Row Container. This contains all of the row frames.
		local container = CreateFrame("FRAME", nil, window);
		container:SetPoint("TOPLEFT", window, "TOPLEFT", 0, -6);
		container:SetPoint("RIGHT", scrollbar, "LEFT", 0, 0);
		container:SetPoint("BOTTOM", window, "BOTTOM", 0, 6);
		window.Container = container;
		container.rows = {};
		scrollbar:SetValue(1);
		container:Show();

		-- Update Function Pointers
		if onUpdate then
			window.Update = onUpdate;
		else
			window.Update = Update;
		end
		window:Update(true);
	end
	return window;
end
function app:ApplyLockedWindows()
	local lockedWindows = GetDataMember("LockedWindows", nil);
	if lockedWindows then
		for name,lock in pairs(lockedWindows) do
			-- only saving locks, so lock is irrelevant mostly
			local window = app.Windows[name];
			if window then
				window.isLocked = true;
			end
		end
	end
end
function app:BuildSearchResponse(groups, field, value)
	if groups then
		local t;
		if type(field) == "function" then
			for i,group in ipairs(groups) do
				if field(group) then
					if not t then t = {}; end
					tinsert(t, CloneData(group));
				elseif group.g then
					local response = app:BuildSearchResponse(group.g, field, value);
					if response then
						if not t then t = {}; end
						tinsert(t, setmetatable({g=response}, { __index = group }));
					end
				end
			end
		else
			for i,group in ipairs(groups) do
				local v = group[field];
				if v and v == value then
					if not t then t = {}; end
					tinsert(t, CloneData(group));
				elseif group.g then
					local response = app:BuildSearchResponse(group.g, field, value);
					if response then
						if not t then t = {}; end
						tinsert(t, setmetatable({g=response}, { __index = group }));
					end
				end
			end
		end
		return t;
	end
end
end)();



-- Create the Primary Collection Window (this allows you to save the size and location)
app:GetWindow("Prime"):SetSize(425, 305);
app:GetWindow("Unsorted");
app:GetWindow("Bounty", UIParent, function(self, force, got)
	if not self.initialized then
		self.initialized = true;
		self.data = {
			['text'] = "Bounty",
			['icon'] = "Interface\\Icons\\INV_BountyHunting.blp",
			["description"] = "This list contains Unobtainable items that the ATT Discord has reported as bugs that Blizzard has yet to fix.\n\nNOTE: All filters are ignored within this list for visibility. Only items removed from the game due to negligence rather than a gigantic fire breathing dragon are present on this list.\n\nTo Blizzard Devs: Please fix the items and encounters listed below.",
			['visible'] = true,
			['expanded'] = true,
			['indent'] = 0,
			['g'] = {
				{
					['text'] = "Open Automatically",
					['icon'] = "Interface\\Icons\\INV_Misc_Note_01",
					['description'] = "If you aren't a Blizzard Developer, it might be a good idea to uncheck this. This was done to force Blizzard to fix and/or acknowledge these bugs.",
					['visible'] = true,
					['OnUpdate'] = function(data)
						data.visible = true;
					end,
					['OnClick'] = function(row, button)
						if app.Settings:GetTooltipSetting("Auto:BountyList") then
							app.Settings:SetTooltipSetting("Auto:BountyList", false);
							row.ref.saved = false;
							self:BaseUpdate(true, got);
						else
							app.Settings:SetTooltipSetting("Auto:BountyList", true);
							row.ref.saved = true;
							self:BaseUpdate(true, got);
						end
						return true;
					end,
				},
				--[[app.CreateInstance(746, {	-- Gruul's Lair
					['description'] = "Gruul's Lair has been hotfixed! All of the items previously marked Unobtainable from Gruul the Dragonkiller have been fixed and confirmed as dropping once again!",
					['isRaid'] = true,
					['visible'] = true,
					['OnUpdate'] = function(data)
						data.visible = true;
					end,
				}),
				app.CreateInstance(745, { 	-- Karazhan (Raid)
					['description'] = "The reward chest for completing the Chess Event in Karazhan has been fixed!",
					['isRaid'] = true,
					['visible'] = true,
					['OnUpdate'] = function(data)
						data.visible = true;
					end,
				}),
				app.CreateInstance(228, {	-- Blackrock Depths
					['description'] = "Ebonsteel Spaulders have been hotfixed! All of the items previously marked Unobtainable from General Angerforge have been fixed and confirmed as dropping once again!",
					['visible'] = true,
					['OnUpdate'] = function(data)
						data.visible = true;
					end,
				}),
				app.CreateInstance(230, {	-- Dire Maul (West)
					['description'] = "This item has been hotfixed, and is confirmed dropping once again.  TY Blizzard.",
					['g'] = {
						app.CreateItemSource(7303, 18382),	-- Fluctuating Cloak
					},
				}),
				app.CreateInstance(277, { 	-- Halls of Stone
					['description'] = "The reward chest for completing the Tribunal of Ages Event in Halls of Stone appears to be fixed! Please let us know if this is still a problem!",
				}),
				app.CreateEncounter(1997, {	-- LFR High Command
					['description'] = "|cffFF0000In LFR, The portal to High Command will not spawn after you defeat the Felhounds.  Therefore there is no way to obtain the High Command loot from LFR.  Other difficulties work fine!|r",
					['visible'] = true,
					['OnUpdate'] = function(data)
						data.visible = true;
					end,
				}),]]
				app.CreateNPC(-34, {
					['description'] = "|cffFF0000These two cloaks have very limited confirmed drops if any and are presumed broken!|r",
					['g'] = {
						app.CreateItemSource(102106, 165685),	-- House of Nobles Cape
						app.CreateItemSource(102105, 165684),	-- Gurubashi Empire Greatcloak
					},
				}),
				app.CreateNPC(-16, {	-- Rares
					app.CreateNPC(87622, {	-- Ogom the Mangler
						['description'] = "|cffFF0000Ogom the Mangler seems just to spawn when you are doing the Daily 'Assualt on the Iron Siegeworks'. This Quest wasn't active since the start of Legion and the buyable Quest 'Missive: Assault on the Iron Siegeworks' does not work either.|r",
						['g'] = {
							app.CreateItemSource(67041, 119366),
						},
					}),
				}),
			},
		};
		BuildGroups(self.data, self.data.g);
		table.insert(app.RawData, self.data);
		self.rawData = {};
		local function RefreshBounties()
			if #self.data.g > 1 and app.Settings:GetTooltipSetting("Auto:BountyList") then
				self.data.g[1].saved = true;
				self:SetVisible(true);
			end
		end
		self:SetScript("OnEvent", function(self, e, ...)
			StartCoroutine("RefreshBounties", RefreshBounties, 1);
		end);
		self:RegisterEvent("VARIABLES_LOADED");
	end
	if self:IsVisible() then
		-- Update the window and all of its row data
		self.data.progress = 0;
		self.data.total = 0;
		self.data.back = 1;
		self.data.indent = 0;
		UpdateGroups(self.data, self.data.g);
		self.data.visible = true;
		self:BaseUpdate(true, got);
	end
end);
app:GetWindow("CosmicInfuser", UIParent, function(self)
	if self:IsVisible() then
		if not self.initialized then
			self.initialized = true;
			self.data = {
				['text'] = "Cosmic Infuser",
				['icon'] = "Interface\\Icons\\INV_Misc_Celestial Map.blp",
				["description"] = "This window helps debug when we're missing map IDs in the addon.",
				['visible'] = true,
				['expanded'] = true,
				['OnUpdate'] = function(data)
					data.visible = true;
				end,
				['g'] = {
					{
						['text'] = "Check for missing maps now!",
						['icon'] = "Interface\\Icons\\INV_Misc_Map_01",
						['description'] = "This function will check for missing mapIDs in ATT.",
						['OnClick'] = function(data, button)
							Push(self, "Rebuild", self.Rebuild);
							return true;
						end,
						['OnUpdate'] = function(data)
							data.visible = true;
						end,
					},
				},
			};
			self.Rebuild = function(self)
				-- Rebuild all the datas
				local temp = self.data.g[1];
				wipe(self.data.g);
				tinsert(self.data.g, temp);

				-- Go through all of the possible maps
				for mapID=1,3000,1 do
					local mapInfo = C_Map_GetMapInfo(mapID);
					if mapInfo then
						local results = SearchForField("mapID", mapID);
						local mapObject = { ["mapID"] = mapID, ["collectible"] = true };
						if results and #results > 0 then
							mapObject.collected = true;
						else
							mapObject.collected = false;
						end

						-- Recurse up the map chain and build the full hierarchy
						local parentMapID = mapInfo.parentMapID;
						while parentMapID do
							mapInfo = C_Map_GetMapInfo(parentMapID);
							if mapInfo then
								mapObject = { ["mapID"] = parentMapID, ["collectible"] = true, ["g"] = { mapObject } };
								parentMapID = mapInfo.parentMapID;
							else
								break;
							end
						end

						-- Merge it into the listing.
						MergeObject(self.data.g, CreateObject(mapObject));
					end
				end

				self:Update();
			end
		end

		-- Update the window and all of its row data
		self.data.progress = 0;
		self.data.total = 0;
		self.data.indent = 0;
		self.data.back = 1;
		BuildGroups(self.data, self.data.g);
		UpdateGroups(self.data, self.data.g);
		self:BaseUpdate(true);
	end
end);
app:GetWindow("CurrentInstance", UIParent, function(self, force, got)
	if not self.initialized then
		self.initialized = true;
		self.openedOnLogin = false;
		table.insert(app.RawData, self.data);
		self.rawData = {};
		local IsSameMap = function(data, results)
			if data.mapID then
				-- Exact same map?
				if data.mapID == results.mapID then
					return true;
				end

				-- Does the result map have an array of associated maps and this map is in there?
				if results.maps and contains(results.maps, data.mapID) then
					return true;
				end
			end
			if data.maps then
				-- Does the old map data contain this map?
				if contains(data.maps, results.mapID) then
					return true;
				end

				-- Does the result map have an array of associated maps and this map is in there?
				if results.maps and containsAny(results.maps, data.maps) then
					return true;
				end
			end
		end
		self.IsSameMapData = function(self)
			local data = self.data;
			if data.mapID then
				-- Exact same map?
				if data.mapID == self.mapID then
					-- print("exact same map");
					return true;
				end
			end
			if data.maps then
				-- Does the old map data contain this map?
				if contains(data.maps, self.mapID) then
					-- print("contained map");
					return true;
				end
			end
		end
		self.SetMapID = function(self, mapID)
			self.mapID = mapID;
			self:SetVisible(true);
			self:Update();
		end
		self.Rebuild = function(self)
			-- print("rebuild",self.mapID);
			-- check if this is the same 'map' for data purposes
			if self:IsSameMapData() then
				self:Update();
				return;
			end
			local results = SearchForField("mapID", self.mapID);
			if results then
				-- Simplify the returned groups
				local groups, holiday = {}, {};
				local header = app.CreateMap(self.mapID, { g = groups });
				-- local mergeGroups;
				for i, group in ipairs(results) do
					-- mergeGroups = nil;
					-- print(group.key,group[group.key]);
					-- clone the information from the group so it can be adjusted in the list without changing the source
					local clone = {};
					for key,value in pairs(group) do
						if key == "maps" then
							local maps = {};
							for i,mapID in ipairs(value) do
								tinsert(maps, mapID);
							end
							clone[key] = maps;
						elseif key == "g" then
							local g = {};
							for i,o in ipairs(value) do
								tinsert(g, CloneData(o));
							end
							clone[key] = g;
						else
							clone[key] = value;
						end
					end
					setmetatable(clone, getmetatable(group));
					group = clone;

					-- Cache the difficultyID, if there is one. Also, ignore the event tag for anything that isn't Bizmo's Brawlpub.
					local difficultyID = not GetRelativeField(group, "npcID", -496) and GetRelativeValue(group, "difficultyID");
					-- local first = false;

					-- can probably re-factor this logic at some point to implicitly merge into the proper existing group instead of
					-- ALWAYS creating the shared group, and then merging into the entire set of groups...

					-- If this is relative to a holiday, let's do something special
					if GetRelativeField(group, "npcID", -3) then
						if group.achievementID then
							if group.criteriaID then
								if group.parent.achievementID then
									group = app.CreateAchievement(group.parent.achievementID,
										{ g = { group }, total = group.total, progress = group.progress,
											u = group.parent.u, races = group.parent.races, r = group.r, c = group.parent.c, nmc = group.parent.nmc, nmr = group.parent.nmr });
								else
									group = app.CreateAchievement(group.achievementID,
										{ g = { group }, total = group.total, progress = group.progress,
											u = group.u, races = group.races, r = group.r, c = group.c, nmc = group.nmc, nmr = group.nmr });
								end
							end
						elseif group.criteriaID and group.parent.achievementID then
							group = app.CreateAchievement(group.parent.achievementID, { g = { group }, total = group.total, progress = group.progress,
								u = group.parent.u, races = group.parent.races, r = group.r, c = group.parent.c, nmc = group.parent.nmc, nmr = group.parent.nmr });
						end

						-- Common Custom NPCs used for headers
						-- not sure why we can't use the constants in here...
						-- ACHIEVEMENTS = -4
						-- COMMON_BOSS_DROPS = -1;
						-- FACTIONS = -6013;
						-- QUESTS = -17;
						-- RARES = -16;
						-- TREASURES = -212;
						-- VENDORS = -2;
						-- ZONEDROPS = 0;

						local holidayID = GetRelativeValue(group, "holidayID");
						local u = group.u or GetRelativeValue(group, "u");
						if group.key == "npcID" then
							if GetRelativeField(group, "npcID", -4) then	-- It's an Achievement. (non-Holiday)
								if group.npcID ~= -4 then group = app.CreateNPC(-4, { g = { group }, u = u }); end
							elseif GetRelativeField(group, "npcID", -2) or GetRelativeField(group, "npcID", -173) then	-- It's a Vendor. (or a timewalking vendor)
								if group.npcID ~= -2 then group = app.CreateNPC(-2, { g = { group }, u = u }); end
							elseif GetRelativeField(group, "npcID", -17) then	-- It's a Quest.
								if group.npcID ~= -17 then group = app.CreateNPC(-17, { g = { group }, u = u }); end
							elseif GetRelativeField(group, "npcID", -16) then	-- It's a Rare.
								if group.npcID ~= -16 then group = app.CreateNPC(-16, { g = { group }, u = u  }); end
							elseif GetRelativeField(group, "npcID", -212) then	-- It's a Treasure.
								if group.npcID ~= -212 then group = app.CreateNPC(-212, { g = { group }, u = u  }); end
							end
						elseif group.key == "questID" then
							if group.npcID ~= -17 then group = app.CreateNPC(-17, { g = { group }, u = u }); end
						end
						if holidayID then group = app.CreateHoliday(holidayID, { g = { group }, u = u }); end
						MergeObject(holiday, group);
					else
						-- Check if any top-level group in the mapped-groups matches the mapped-group (or its parent) being pulled in
						-- if so, merge the categorized group into the matching topGroup instead of directly at the zone-level
						-- Source:
						-- Category > Divider? > Mapped-Thing
						-- Zone:
						-- Divider? > Category > Mapped-Thing
						-- if group.npcID and group.npcID < 0 then
						-- 	for i,topGroup in ipairs(groups) do
						-- 		if topGroup.npcID
						-- 		and topGroup.npcID < 0
						-- 		and (topGroup.npcID == group.npcID
						-- 			or (group.parent and topGroup.npcID == group.parent.npcID)) then
						-- 			if not topGroup.g then
						-- 				topGroup.g = {};
						-- 			end
						-- 			mergeGroups = topGroup.g;
						-- 		end
						-- 	end
						-- end

						if group.key == "instanceID" or group.key == "mapID" or group.key == "classID" then
							header.key = group.key;
							header[group.key] = group[group.key];
							MergeObject({header}, group);
						elseif group.key == "speciesID" then
							group = app.CreateNPC(-25, { g = { group } });
						elseif group.key == "questID" then
							group = app.CreateNPC(-17, { g = { group } });
						else
							-- special cases to source the mapped-categories
							if GetRelativeField(group, "npcID", -4) then	-- It's an Achievement. (non-Holiday)
								if group.npcID ~= -4 then group = app.CreateNPC(-4, { g = { group } }); end
							elseif GetRelativeField(group, "npcID", -2) or GetRelativeField(group, "npcID", -173) then	-- It's a Vendor. (or a timewalking vendor)
								if group.npcID ~= -2 then group = app.CreateNPC(-2, { g = { group } }); end
							elseif GetRelativeField(group, "npcID", -17) then	-- It's a Quest.
								if group.npcID ~= -17 then group = app.CreateNPC(-17, { g = { group } }); end
							elseif GetRelativeField(group, "npcID", -16) then	-- It's a Rare.
								if group.npcID ~= -16 then group = app.CreateNPC(-16, { g = { group } }); end
							elseif GetRelativeField(group, "npcID", -212) then	-- It's a Treasure.
								if group.npcID ~= -212 then group = app.CreateNPC(-212, { g = { group } }); end
							end
						end

						-- If relative to a difficultyID, then merge it into one.
						if difficultyID then group = app.CreateDifficulty(difficultyID, { g = { group } }); end
						MergeObject(groups, group);
					end
				end

				if #holiday > 0 then
					-- Search for Holiday entries that are not within a holidayID and attempt to find the appropriate group for them.
					local holidays, unlinked = {}, {};
					for i=#holiday,1,-1 do
						local group = holiday[i];
						if group.holidayID then
							if group.u then holidays[group.u] = group; end
						elseif group.u then
							local temp = unlinked[group.u];
							if not temp then
								temp = {};
								unlinked[group.u] = temp;
							end
							table.insert(temp, group);
							table.remove(holiday, i);
						end
					end
					for u,temp in pairs(unlinked) do
						local h = holidays[u];
						if h then
							MergeObjects(h.g, temp);
						else
							-- Attempt to scan for the main holiday header.
							local done = false;
							for j,o in ipairs(SearchForField("npcID", -3)) do
								if o.g and #o.g > 5 and o.g[1].holidayID then
									for k,group in ipairs(o.g) do
										if group.holidayID and group.u == u then
											MergeObject(holiday, app.CreateHoliday(group.holidayID, { g = temp, u = u }));
											done = true;
										end
									end
									break;
								end
							end
							if not done then
								MergeObjects(holiday, temp);
							end
						end
					end

					tinsert(groups, 1, app.CreateNPC(-3, { g = holiday, description = "A specific holiday may need to be active for you to complete the referenced Things within this section." }));
				end

				-- Check for timewalking difficulty objects
				for i, group in ipairs(groups) do
					if group.difficultyID then
						if group.difficultyID == 24 and group.g then
							-- Look for a Common Boss Drop header.
							local cbdIndex = -1;
							for j, subgroup in ipairs(group.g) do
								if subgroup.npcID and subgroup.npcID == -1 then
									cbdIndex = j;
									break;
								end
							end

							-- Push the Common Boss Drop header to the top.
							if cbdIndex > -1 then
								table.insert(group.g, 1, table.remove(group.g, cbdIndex));
							end

							-- Look for a Zone Drop header.
							cbdIndex = -1;
							for j, subgroup in ipairs(group.g) do
								if subgroup.npcID and subgroup.npcID == 0 then
									cbdIndex = j;
									break;
								end
							end

							-- Push the Zone Drop header to the top.
							if cbdIndex > -1 then
								table.insert(group.g, 1, table.remove(group.g, cbdIndex));
							end
						end
					end
				end

				-- Swap out the map data for the header.
				results = header;

				-- If we have determined that we want to expand this section, then do it
				-- if results.g then
					-- print("weird section?");
					-- local bottom = {};
					-- local top = {};
					-- for i=#results.g,1,-1 do
						-- local o = results.g[i];
						-- if o.difficultyID then
							-- table.remove(results.g, i);
							-- table.insert(bottom, 1, o);
						-- -- this section appears to do nothing of value but appears to be responsible for preventing zone headers from collapsing/expanding
						-- --elseif o.isRaid then
						-- --	table.remove(results.g, i);
						-- --	table.insert(top, o);
						-- end
					-- end
					-- for i,o in ipairs(top) do
						-- table.insert(results.g, 1, o);
					-- end
					-- for i,o in ipairs(bottom) do
						-- table.insert(results.g, o);
					-- end
				-- end

				if self.data then wipe(self.data); end
				-- for key,value in pairs(self.data) do
					-- self.data[key] = nil;
				-- end
				self.data = results;
				-- for key,value in pairs(results) do
					-- self.data[key] = value;
				-- end

				self.data.u = nil;
				self.data.mapID = self.mapID;
				setmetatable(self.data,
					self.data.instanceID and app.BaseInstance
					or self.data.classID and app.BaseCharacterClass
					or app.BaseMap);

				-- Check to see completion...
				-- print("build groups");
				BuildGroups(self.data, self.data.g);
				-- print("update groups");
				UpdateGroups(self.data, self.data.g);
				-- sort only the top layer of groups if not in an instance, force visible so sort goes through
				-- print(GetInstanceInfo());
				-- sort by name if not in an instance
				if not self.data.instanceID then
					self.data.visible = true;
					-- print("sortname");
					SortGroup(self.data, "name", nil, false);
				end
				-- check to expand groups after they have been built and updated
				-- print("expand current zone");
				ExpandGroupsRecursively(self.data, true);

				-- if enabled, minimize rows based on difficulty
				local difficultyID = select(3, GetInstanceInfo());
				if app.Settings:GetTooltipSetting("Expand:Difficulty") then
					if difficultyID and difficultyID > 0 and self.data.g then
						for _, row in ipairs(self.data.g) do
							if row.difficultyID or row.difficulties then
								if (row.difficultyID or -1) == difficultyID or (row.difficulties and containsValue(row.difficulties, difficultyID)) then
									if not row.expanded then ExpandGroupsRecursively(row, true); end
								elseif row.expanded then
									ExpandGroupsRecursively(row, false);
								end
							end
						end
					end
				end
				if app.Settings:GetTooltipSetting("Warn:Difficulty") then
					if difficultyID and difficultyID > 0 and self.data.g then
						local completed,other = true, nil;
						for _, row in ipairs(self.data.g) do
							if row.difficultyID or row.difficulties then
								if (row.difficultyID or -1) == difficultyID or (row.difficulties and containsValue(row.difficulties, difficultyID)) then
									if row.total and row.progress < row.total then
										completed = false;
									end
								else
									if row.total and row.progress < row.total then
										other = row.text;
									end
								end
							end
						end
						if completed and other then
							print("You have collected everything from this difficulty. Switch to " .. other .. " instead.");
						end
					end
				end
			end

			-- If we don't have any map data on this area and it exists in game, report it to the chat window.
			if not results or not results.g or #results.g < 1 then
				local mapID = self.mapID;
				local mapInfo = C_Map_GetMapInfo(mapID);
				if mapInfo then
					local mapPath = mapInfo.name or ("Map ID #" .. mapID);
					mapID = mapInfo.parentMapID;
					while mapID do
						mapInfo = C_Map_GetMapInfo(mapID);
						if mapInfo then
							mapPath = (mapInfo.name or ("Map ID #" .. mapID)) .. " -> " .. mapPath;
							mapID = mapInfo.parentMapID;
						else
							break;
						end
					end
					-- only report for mapIDs which actually exist
					print("No map found for this location ", app.GetMapName(self.mapID), " [", self.mapID, "]");
					print("Path: ", mapPath);
					app.report();
				end
				self.data = app.CreateMap(mapID, {
					['text'] = "Mini List",
					['icon'] = "Interface\\Icons\\INV_Misc_Map06.blp",
					["description"] = "This list contains the relevant information for your current zone, which cannot be found in the ATT database",
					['visible'] = true,
					['expanded'] = true,
					['g'] = {
						{
							['text'] = "Update Location Now",
							['icon'] = "Interface\\Icons\\INV_Misc_Map_01",
							['description'] = "If you wish to forcibly refresh the data to your current Map, click this button now!",
							['visible'] = true,
							['collectible'] = true,
							['collected'] = false,
							['OnClick'] = function(row, button)
								Push(self, "ResetMapID", function() self:SetMapID(app.CurrentMapID) end);
								return true;
							end,
						},
					},
				});
			end
			self:Update();
		end
		local function OpenMiniList(id, show)
			-- print("open",id,show);
			-- Determine whether or not to forcibly reshow the mini list.
			local self = app:GetWindow("CurrentInstance");
			if not self:IsVisible() then
				if app.Settings:GetTooltipSetting("Auto:MiniList") then
					if not self.openedOnLogin and not show then
						self.openedOnLogin = true;
						show = true;
					end
				else
					self.openedOnLogin = false;
				end
				if show then self:Show(); end
			end
			-- ignore refreshing the minilist if it is already being shown and is the same zone
			if self.mapID == id and not show then
				return; -- Haha JK BRO
			end

			-- Cache that we're in the current map ID.
			-- print("new map");
			self.mapID = id;
			self:Update();
		end
		local function OpenMiniListForCurrentZone()
			OpenMiniList(app.GetCurrentMapID(), true);
		end
		local function RefreshLocationCoroutine()
			if app.Settings:GetTooltipSetting("Auto:MiniList") or app:GetWindow("CurrentInstance"):IsVisible() then

				-- While the player is in combat, wait for combat to end.
				while InCombatLockdown() do coroutine.yield(); end
				-- Acquire the new map ID.
				local mapID = app.GetCurrentMapID();
				while not mapID or mapID < 0 do
					coroutine.yield();
					mapID = app.GetCurrentMapID();
				end
				OpenMiniList(mapID);
			end
		end
		local function ToggleMiniListForCurrentZone()
			local self = app:GetWindow("CurrentInstance");
			if self:IsVisible() then
				self:Hide();
			else
				OpenMiniListForCurrentZone();
			end
		end
		local function LocationTrigger()
			-- print("location trigger event");
			StartCoroutine("RefreshLocation", RefreshLocationCoroutine);
		end
		app.OpenMiniListForCurrentZone = OpenMiniListForCurrentZone;
		app.ToggleMiniListForCurrentZone = ToggleMiniListForCurrentZone;
		app.LocationTrigger = LocationTrigger;
		self:SetScript("OnEvent", function(self, e, ...)
			LocationTrigger();
		end);
		self:RegisterEvent("VARIABLES_LOADED");
		self:RegisterEvent("NEW_WMO_CHUNK");
		self:RegisterEvent("SCENARIO_UPDATE");
		self:RegisterEvent("ZONE_CHANGED_NEW_AREA");
	end
	if self:IsVisible() then
		-- Update the window and all of its row data
		if self.mapID ~= self.displayedMapID then
			self.displayedMapID = self.mapID;
			self:Rebuild();
		end
		self.data.progress = 0;
		self.data.total = 0;
		self.data.back = 1;
		self.data.indent = 0;
		UpdateGroups(self.data, self.data.g);
		self.data.visible = true;
		self:BaseUpdate(true, got);
	end
end);
app:GetWindow("Harvester", UIParent, function(self)
	if self:IsVisible() then
		if not self.initialized then
			-- ensure Debug is enabled to fully capture all information
			if not app.Settings:Get("DebugMode") then
				app.Settings:ToggleDebugMode();
			end
			self.initialized = true;
			local db = {};
			db.g = {};
			db.text = "Harvesting All Items";
			db.icon = "Interface\\Icons\\Spell_Warlock_HarvestofLife";
			db.description = "This is a contribution debug tool. NOT intended to be used by the majority of the player base.\n\nUsing this tool will lag your WoW a lot!";
			db.visible = true;
			db.expanded = true;
			db.progress = 0;
			db.total = 0;
			db.back = 1;

			local mID = 1;
			local modIDs = {};
			local bonusIDs = {};
			app.MaximumItemInfoRetries = 40;
			for itemID,groups in pairs(fieldCache["itemID"]) do
				for i,group in ipairs(groups) do
					if (not group.s or group.s == 0 or not C_TransmogCollection_GetSourceInfo(group.s)) then
						if group.bonusID and not bonusIDs[group.bonusID] then
							bonusIDs[group.bonusID] = true;
							tinsert(db.g, setmetatable({visible = true, s = 0, itemID = tonumber(itemID), bonusID = group.bonusID}, app.BaseItem));
						else
							mID = group.modID or 1;
							if not modIDs[mID] then
								modIDs[mID] = true;
								tinsert(db.g, setmetatable({visible = true, s = 0, itemID = tonumber(itemID), modID = mID}, app.BaseItem));
							end
						end
					end
				end
				wipe(modIDs);
				wipe(bonusIDs);
			end
			--[[
			for artifactID,groups in pairs(fieldCache["artifactID"]) do
				tinsert(db.g, setmetatable({visible = true, artifactID = tonumber(artifactID)}, app.BaseArtifact));
			end
			]]--
			self.data = db;
			BuildGroups(db, db.g);
			UpdateGroups(db, db.g);
			self.ScrollBar:SetValue(1);
			self.UpdateDone = function(self)
				local progress = 0;
				local total = 0;
				for i,group in ipairs(db.g) do
					total = total + 1;
					if group.s and group.s == 0 or group.artifactID then
						group.visible = true;
					else
						group.visible = false;
						progress = progress + 1;
					end
				end
				if self.rowData then
					local count = #self.rowData;
					if count > 1 then
						self.rowData[1].progress = progress;
						self.rowData[1].total = total;
						for i=count,1,-1 do
							if self.rowData[i] and not self.rowData[i].visible then
								table.remove(self.rowData, i);
							end
						end
					end
				end
				self:Refresh();
			end
		end
		if self.data.OnUpdate then self.data.OnUpdate(self.data); end
		self:BaseUpdate(true);
	end
end);
app:GetWindow("SourceFinder", UIParent, function(self)
	if self:IsVisible() then
		if not self.initialized then
			self.initialized = true;
			local db = {};
			db.g = {
				{
					['text'] = "Update Now",
					['icon'] = "Interface\\Icons\\ability_monk_roll",
					["description"] = "Click this to update the listing. Doing so shall remove all invalid, grey, or white items.",
					['visible'] = true,
					['fails'] = 0,
					['OnClick'] = function(row, button)
						self:Update(true);
						return true;
					end,
					['OnUpdate'] = function(data)
						data.visible = true;
					end,
				},
			};
			db.OnUpdate = function(db)
				if self:IsVisible() then
					local iCache = fieldCache["itemID"];
					local sCache = fieldCache["s"];
					for s=1,103000 do
						if not sCache[s] then
							local t = app.CreateGearSource(s);
							if t.info then
								t.fails = 0;
								t.OnUpdate = function(source)
									local text = source.text;
									if text and text ~= RETRIEVING_DATA then
										source.OnUpdate = function(source)
											local itemID = source.itemID;
											if itemID then
												local itemName, itemLink, itemRarity, itemLevel, itemMinLevel, itemType, itemSubType, itemStackCount,
												itemEquipLoc, itemIcon, itemSellPrice, itemClassID, itemSubClassID, bindType, expacID, itemSetID,
												isCraftingReagent = GetItemInfo(itemID);
												if itemRarity and itemRarity < 2 then
													source.fails = source.fails + 1;
													self.shouldFullRefresh = true;
												else
													local searchResults = iCache[itemID];
													if searchResults and #searchResults > 0 then
														if not searchResults[1].collectible then
															source.fails = source.fails + 1;
															self.shouldFullRefresh = true;
														end
													end
												end
											else
												source.fails = source.fails + 1;
											end
										end;
									else
										source.fails = source.fails + 1;
										self.shouldFullRefresh = true;
									end
								end
								tinsert(db.g, t);
							end
						end
					end
					db.OnUpdate = function(self)
						local g = self.g;
						if g then
							local count = #g;
							if count > 0 then
								for i=count,1,-1 do
									if g[i].fails > 2 then
										table.remove(g, i);
									end
								end
							end
						end
					end;

				end
			end
			db.text = "Source Finder";
			db.icon = "Interface\\Icons\\Achievement_Dungeon_GloryoftheRaider.blp";
			db.description = "This is a contribution debug tool. NOT intended to be used by the majority of the player base.\n\nUsing this tool will lag your WoW every 5 seconds. Not sure why - likely a bad Blizzard Database thing.";
			db.visible = true;
			db.expanded = true;
			db.progress = 0;
			db.total = 0;
			db.back = 1;
			self.data = db;
		end
		self.data.progress = 0;
		self.data.total = 0;
		BuildGroups(self.data, self.data.g);
		UpdateGroups(self.data, self.data.g);
		if self.data.OnUpdate then self.data.OnUpdate(self.data); end
		self:BaseUpdate(true);
	end
end);
app:GetWindow("RaidAssistant", UIParent, function(self)
	if self:IsVisible() then
		if not self.initialized then
			self.initialized = true;

			-- Define the different window configurations that the mini list will switch to based on context.
			local raidassistant, lootspecialization, dungeondifficulty, raiddifficulty, legacyraiddifficulty;

			-- Raid Assistant
			local difficultyLookup = {
				personalloot = "Personal Loot",
				group = "Group Loot",
				master = "Master Loot",
			};
			local difficultyDescriptions = {
				personalloot = "Each player has an independent chance at looting an item useful for their class...\n\n... Or useless things like rings.\n\nClick twice to create a group automatically if you're by yourself.",
				group = "Group loot, round-robin for normal items, rolling for special ones.\n\nClick twice to create a group automatically if you're by yourself.",
				master = "Master looter, designated player distributes loot.\n\nClick twice to create a group automatically if you're by yourself.",
			};
			local switchDungeonDifficulty = function(row, button)
				self.data = raidassistant;
				SetDungeonDifficultyID(row.ref.difficultyID);
				self:Update(true);
				return true;
			end
			local switchRaidDifficulty = function(row, button)
				self.data = raidassistant;
				local myself = self;
				local difficultyID = row.ref.difficultyID;
				if not self.running then
					self.running = true;
				else
					self.running = false;
				end

				SetRaidDifficultyID(difficultyID);
				StartCoroutine("RaidDifficulty", function()
					while InCombatLockdown() do coroutine.yield(); end
					while myself.running do
						for i=0,150,1 do
							if myself.running then
								coroutine.yield();
							else
								break;
							end
						end
						if app.RaidDifficulty == difficultyID then
							myself.running = false;
							break;
						else
							SetRaidDifficultyID(difficultyID);
						end
					end
				end);
				self:Update(true);
				return true;
			end
			local switchLegacyRaidDifficulty = function(row, button)
				self.data = raidassistant;
				local myself = self;
				local difficultyID = row.ref.difficultyID;
				if not self.legacyrunning then
					self.legacyrunning = true;
				else
					self.legacyrunning = false;
				end
				SetLegacyRaidDifficultyID(difficultyID);
				StartCoroutine("LegacyRaidDifficulty", function()
					while InCombatLockdown() do coroutine.yield(); end
					while myself.legacyrunning do
						for i=0,150,1 do
							if myself.legacyrunning then
								coroutine.yield();
							else
								break;
							end
						end
						if app.LegacyRaidDifficulty == difficultyID then
							myself.legacyrunning = false;
							break;
						else
							SetLegacyRaidDifficultyID(difficultyID);
						end
					end
				end);
				self:Update(true);
				return true;
			end
			raidassistant = {
				['text'] = "Raid Assistant",
				['icon'] = "Interface\\Icons\\Achievement_Dungeon_GloryoftheRaider.blp",
				["description"] = "Never enter the instance with the wrong settings again! Verify that everything is as it should be!",
				['visible'] = true,
				['expanded'] = true,
				['back'] = 1,
				['g'] = {
					{
						['text'] = "Loot Specialization Unknown",
						['title'] = "Loot Specialization",
						["description"] = "In Personal Loot dungeons, raids, and outdoor encounters, this setting will dictate which items are available for you.\n\nClick this row to change it now!",
						['visible'] = true,
						['OnClick'] = function(row, button)
							self.data = lootspecialization;
							self:Update(true);
							return true;
						end,
						['OnUpdate'] = function(data)
							if self.Spec then
								local id, name, description, icon, role, class = GetSpecializationInfoByID(self.Spec);
								if name then
									if GetLootSpecialization() == 0 then name = name .. " (Automatic)"; end
									data.text = name;
									data.icon = icon;
								end
							end
						end,
					},
					app.CreateDifficulty(1, {
						['title'] = "Dungeon Difficulty",
						["description"] = "The difficulty setting for dungeons.\n\nClick this row to change it now!",
						['visible'] = true,
						['OnClick'] = function(row, button)
							self.data = dungeondifficulty;
							self:Update(true);
							return true;
						end,
						['OnUpdate'] = function(data)
							if app.DungeonDifficulty then
								data.difficultyID = app.DungeonDifficulty;
								data.name = GetDifficultyInfo(data.difficultyID) or "???";
								local name, instanceType, instanceDifficulty, difficultyName = GetInstanceInfo();
								if instanceDifficulty and data.difficultyID ~= instanceDifficulty and instanceType == 'party' then
									data.name = data.name .. " (" .. (difficultyName or "???") .. ")";
								end
							end
						end,
					}),
					app.CreateDifficulty(14, {
						['title'] = "Raid Difficulty",
						["description"] = "The difficulty setting for raids.\n\nClick this row to change it now!",
						['visible'] = true,
						['OnClick'] = function(row, button)
							-- Don't allow you to change difficulties when you're in LFR / Raid Finder
							if app.RaidDifficulty == 7 or app.RaidDifficulty == 17 then return true; end
							self.data = raiddifficulty;
							self:Update(true);
							return true;
						end,
						['OnUpdate'] = function(data)
							if app.RaidDifficulty then
								data.difficultyID = app.RaidDifficulty;
								local name, instanceType, instanceDifficulty, difficultyName = GetInstanceInfo();
								if instanceDifficulty and data.difficultyID ~= instanceDifficulty and instanceType == 'raid' then
									data.name = (GetDifficultyInfo(data.difficultyID) or "???") .. " (" .. (difficultyName or "???") .. ")";
								else
									data.name = GetDifficultyInfo(data.difficultyID);
								end
							end
						end,
					}),
					app.CreateDifficulty(5, {
						['title'] = "Legacy Raid Difficulty",
						["description"] = "The difficulty setting for legacy raids.\n\nClick this row to change it now!",
						['visible'] = true,
						['OnClick'] = function(row, button)
							-- Don't allow you to change difficulties when you're in LFR / Raid Finder
							if app.RaidDifficulty == 7 or app.RaidDifficulty == 17 then return true; end
							self.data = legacyraiddifficulty;
							self:Update(true);
							return true;
						end,
						['OnUpdate'] = function(data)
							if app.LegacyRaidDifficulty then
								data.difficultyID = app.LegacyRaidDifficulty;
							end
						end,
					}),
					{
						['text'] = "Teleport to/from Dungeon",
						['icon'] = "Interface\\Icons\\Spell_Shadow_Teleport",
						['description'] = "Click here to teleport to/from your current instance.\n\nYou can utilize the Mists of Pandaria Scenarios to quickly teleport yourself outside of your current instance this way.",
						['visible'] = true,
						['OnClick'] = function(row, button)
							LFGTeleport(IsInLFGDungeon());
							return true;
						end,
						['OnUpdate'] = function(data)
							data.visible = IsAllowedToUserTeleport();
						end,
					},
					{
						['text'] = "Reset Instances",
						['icon'] = "Interface\\Icons\\Ability_Priest_VoidShift",
						['description'] = "Click here to reset your instances.\n\nAlt+Click to toggle automatically resetting your instances when you leave a dungeon.\n\nWARNING: BE CAREFUL WITH THIS!",
						['visible'] = true,
						['OnClick'] = function(row, button)
							if IsAltKeyDown() then
								row.ref.saved = not row.ref.saved;
								self:Update();
							else
								ResetInstances();
							end
							return true;
						end,
						['OnUpdate'] = function(data)
							data.visible = not IsInGroup() or UnitIsGroupLeader("player");
							if data.visible and data.saved then
								if IsInInstance() or C_Scenario.IsInScenario() then
									data.shouldReset = true;
								elseif data.shouldReset then
									data.shouldReset = nil;
									C_Timer.After(0.5, ResetInstances);
								end
							end
						end,
					},
					{
						['text'] = "Delist Group",
						['icon'] = "Interface\\Icons\\Ability_Vehicle_LaunchPlayer",
						['description'] = "Click here to delist the group. If you are by yourself, it will softly leave the group without porting you out of any instance you are in.",
						['visible'] = true,
						['OnClick'] = function(row, button)
							C_LFGList.RemoveListing();
							if GroupFinderFrame:IsVisible() then
								PVEFrame_ToggleFrame("GroupFinderFrame")
							end
							self.data = raidassistant;
							self:BaseUpdate(true);
							return true;
						end,
						['OnUpdate'] = function(data)
							data.visible = C_LFGList.GetActiveEntryInfo();
						end,
					},
					{
						['text'] = "Leave Group",
						['icon'] = "Interface\\Icons\\Ability_Vanish",
						['description'] = "Click here to leave the group. In most instances, this will also port you to the nearest graveyard after 60 seconds or so.\n\nNOTE: Only works if you're in a group or if the game thinks you're in a group.",
						['visible'] = true,
						['OnClick'] = function(row, button)
							C_PartyInfo.LeaveParty();
							if GroupFinderFrame:IsVisible() then
								PVEFrame_ToggleFrame("GroupFinderFrame")
							end
							self.data = raidassistant;
							self:BaseUpdate(true);
							return true;
						end,
						['OnUpdate'] = function(data)
							data.visible = IsInGroup();
						end,
					},
				}
			};
			lootspecialization = {
				['text'] = "Loot Specialization",
				['icon'] = "Interface\\Icons\\INV_7XP_Inscription_TalentTome02.blp",
				["description"] = "In Personal Loot dungeons, raids, and outdoor encounters, this setting will dictate which items are available for you.\n\nClick this row to go back to the Raid Assistant.",
				['OnClick'] = function(row, button)
					self.data = raidassistant;
					self:Update(true);
					return true;
				end,
				['OnUpdate'] = function(data)
					data.g = {};
					local numSpecializations = GetNumSpecializations();
					if numSpecializations and numSpecializations > 0 then
						tinsert(data.g, {
							['text'] = "Current Specialization",
							['title'] = select(2, GetSpecializationInfo(GetSpecialization())),
							['icon'] = "Interface\\Icons\\INV_7XP_Inscription_TalentTome01.blp",
							['id'] = 0,
							["description"] = "If you switch your talents, your loot specialization changes with you.",
							['visible'] = true,
							['OnClick'] = function(row, button)
								self.data = raidassistant;
								SetLootSpecialization(row.ref.id);
								self:Update(true);
							end,
						});
						for i=1,numSpecializations,1 do
							local id, name, description, icon, background, role, primaryStat = GetSpecializationInfo(i);
							tinsert(data.g, {
								['text'] = name,
								['icon'] = icon,
								['id'] = id,
								["description"] = description,
								['visible'] = true,
								['OnClick'] = function(row, button)
									self.data = raidassistant;
									SetLootSpecialization(row.ref.id);
									self:Update(true);
								end,
							});
						end
					end
				end,
				['visible'] = true,
				['expanded'] = true,
				['back'] = 1,
				['g'] = {},
			};
			dungeondifficulty = {
				['text'] = "Dungeon Difficulty",
				['icon'] = "Interface\\Icons\\Achievement_Dungeon_UtgardePinnacle_10man.blp",
				["description"] = "This setting allows you to customize the difficulty of a dungeon.\n\nClick this row to go back to the Raid Assistant.",
				['OnClick'] = function(row, button)
					self.data = raidassistant;
					self:Update(true);
					return true;
				end,
				['visible'] = true,
				['expanded'] = true,
				['back'] = 1,
				['g'] = {
					app.CreateDifficulty(1, {
						['OnClick'] = switchDungeonDifficulty,
						["description"] = "Click to change now. (if available)",
						['visible'] = true,
						['back'] = 0.5,
					}),
					app.CreateDifficulty(2, {
						['OnClick'] = switchDungeonDifficulty,
						["description"] = "Click to change now. (if available)",
						['visible'] = true,
						['back'] = 0.5,
					}),
					app.CreateDifficulty(23, {
						['OnClick'] = switchDungeonDifficulty,
						["description"] = "Click to change now. (if available)",
						['visible'] = true,
						['back'] = 0.5,
					})
				},
			};
			raiddifficulty = {
				['text'] = "Raid Difficulty",
				['icon'] = "Interface\\Icons\\Achievement_Dungeon_UtgardePinnacle_10man.blp",
				["description"] = "This setting allows you to customize the difficulty of a raid.\n\nClick this row to go back to the Raid Assistant.",
				['OnClick'] = function(row, button)
					self.data = raidassistant;
					self:Update(true);
					return true;
				end,
				['visible'] = true,
				['expanded'] = true,
				['back'] = 1,
				['g'] = {
					app.CreateDifficulty(14, {
						['OnClick'] = switchRaidDifficulty,
						["description"] = "Click to change now. (if available)",
						['visible'] = true,
					}),
					app.CreateDifficulty(15, {
						['OnClick'] = switchRaidDifficulty,
						["description"] = "Click to change now. (if available)",
						['visible'] = true,
					}),
					app.CreateDifficulty(16, {
						['OnClick'] = switchRaidDifficulty,
						["description"] = "Click to change now. (if available)",
						['visible'] = true,
					})
				},
			};
			legacyraiddifficulty = {
				['text'] = "Legacy Raid Difficulty",
				['icon'] = "Interface\\Icons\\Achievement_Dungeon_UtgardePinnacle_10man.blp",
				["description"] = "This setting allows you to customize the difficulty of a legacy raid. (Pre-Siege of Orgrimmar)\n\nClick this row to go back to the Raid Assistant.",
				['OnClick'] = function(row, button)
					self.data = raidassistant;
					self:Update(true);
					return true;
				end,
				['visible'] = true,
				['expanded'] = true,
				['back'] = 1,
				['g'] = {
					app.CreateDifficulty(3, {
						['OnClick'] = switchLegacyRaidDifficulty,
						["description"] = "Click to change now. (if available)",
						['visible'] = true,
					}),
					app.CreateDifficulty(5, {
						['OnClick'] = switchLegacyRaidDifficulty,
						["description"] = "Click to change now. (if available)",
						['visible'] = true,
					}),
					app.CreateDifficulty(4, {
						['OnClick'] = switchLegacyRaidDifficulty,
						["description"] = "Click to change now. (if available)",
						['visible'] = true,
					}),
					app.CreateDifficulty(6, {
						['OnClick'] = switchLegacyRaidDifficulty,
						["description"] = "Click to change now. (if available)",
						['visible'] = true,
					}),
				},
			};
			self.data = raidassistant;

			-- Setup Event Handlers and register for events
			self:SetScript("OnEvent", function(self, e, ...) self:Update(); end);
			self:RegisterEvent("PLAYER_LOOT_SPEC_UPDATED");
			self:RegisterEvent("PLAYER_DIFFICULTY_CHANGED");
			self:RegisterEvent("ACTIVE_TALENT_GROUP_CHANGED");
			self:RegisterEvent("CHAT_MSG_SYSTEM");
			self:RegisterEvent("SCENARIO_UPDATE");
			self:RegisterEvent("ZONE_CHANGED_NEW_AREA");
			self:RegisterEvent("GROUP_ROSTER_UPDATE");
		end

		-- Update the window and all of its row data
		app.LegacyRaidDifficulty = GetLegacyRaidDifficultyID() or 1;
		app.DungeonDifficulty = GetDungeonDifficultyID() or 1;
		app.RaidDifficulty = GetRaidDifficultyID() or 14;
		self.Spec = GetLootSpecialization();
		if not self.Spec or self.Spec == 0 then
			local s = GetSpecialization();
			if s then self.Spec = select(1, GetSpecializationInfo(s)); end
		end
		if self.data.OnUpdate then self.data.OnUpdate(self.data); end
		for i,g in ipairs(self.data.g) do
			if g.OnUpdate then g.OnUpdate(g); end
		end
		BuildGroups(self.data, self.data.g);

		-- Update the groups without forcing Debug Mode.
		local visibilityFilter = app.VisibilityFilter;
		app.VisibilityFilter = app.ObjectVisibilityFilter;
		BuildGroups(self.data, self.data.g);
		self:BaseUpdate(true);
		app.VisibilityFilter = visibilityFilter;
	end
end);
app:GetWindow("Random", UIParent, function(self)
	if self:IsVisible() then
		if not self.initialized then
			self.initialized = true;
			local function SearchRecursively(group, field, temp)
				if group.visible and not group.saved then
					if group.g then
						for i, subgroup in ipairs(group.g) do
							SearchRecursively(subgroup, field, temp);
						end
					end
					if group[field] then tinsert(temp, group); end
				end
			end
			local function SearchRecursivelyForEverything(group, temp)
				if group.visible and not group.saved then
					if group.g then
						for i, subgroup in ipairs(group.g) do
							SearchRecursivelyForEverything(subgroup, temp);
						end
					end
					tinsert(temp, group);
				end
			end
			local function SearchRecursivelyForValue(group, field, value, temp)
				if group.visible and not group.saved then
					if group.g then
						for i, subgroup in ipairs(group.g) do
							SearchRecursivelyForValue(subgroup, field, value, temp);
						end
					end
					if group[field] and group[field] == value then tinsert(temp, group); end
				end
			end
			function self:SelectAllTheThings()
				if searchCache["randomatt"] then
					return searchCache["randomatt"];
				else
					local searchResults = {};
					for i, subgroup in ipairs(app:GetWindow("Prime").data.g) do
						SearchRecursivelyForEverything(subgroup, searchResults);
					end
					searchCache["randomatt"] = searchResults;
					return searchResults;
				end
			end
			function self:SelectAchievement()
				if searchCache["randomachievement"] then
					return searchCache["randomachievement"];
				else
					local searchResults, dict, temp = {}, {} , {};
					SearchRecursively(app:GetWindow("Prime").data, "achievementID", searchResults);
					for i,o in pairs(searchResults) do
						if not (o.saved or o.collected) and not o.saved and o.collectible and not o.mapID then
							tinsert(temp, o);
						end
					end
					searchCache["randomachievement"] = temp;
					return temp;
				end
			end
			function self:SelectItem()
				if searchCache["randomitem"] then
					return searchCache["randomitem"];
				else
					local searchResults, dict, temp = {}, {} , {};
					SearchRecursively(app:GetWindow("Prime").data, "itemID", searchResults);
					for i,o in pairs(searchResults) do
						if not (o.saved or o.collected) and o.collectible then
							tinsert(temp, o);
						end
					end
					searchCache["randomitem"] = temp;
					return temp;
				end
			end
			function self:SelectInstance()
				if searchCache["randominstance"] then
					return searchCache["randominstance"];
				else
					local searchResults, dict, temp = {}, {} , {};
					SearchRecursively(app:GetWindow("Prime").data, "instanceID", searchResults);
					for i,o in pairs(searchResults) do
						if not (o.saved or o.collected) and (((o.total or 0) - (o.progress or 0)) > 0) then
							tinsert(temp, o);
						end
					end
					searchCache["randominstance"] = temp;
					return temp;
				end
			end
			function self:SelectDungeon()
				if searchCache["randomdungeon"] then
					return searchCache["randomdungeon"];
				else
					local searchResults, dict, temp = {}, {} , {};
					SearchRecursively(app:GetWindow("Prime").data, "instanceID", searchResults);
					for i,o in pairs(searchResults) do
						if not (o.saved or o.collected) and not o.isRaid and (((o.total or 0) - (o.progress or 0)) > 0) then
							tinsert(temp, o);
						end
					end
					searchCache["randomdungeon"] = temp;
					return temp;
				end
			end
			function self:SelectQuest()
				if searchCache["quests"] then
					return searchCache["quests"];
				else
					local searchResults, dict, temp = {}, {} , {};
					SearchRecursively(app:GetWindow("Prime").data, "questID", searchResults);
					for i,o in pairs(searchResults) do
						if not (o.saved or o.collected) then
							tinsert(temp, o);
						end
					end
					searchCache["quests"] = temp;
					return temp;
				end
			end
			function self:SelectRaid()
				if searchCache["randomraid"] then
					return searchCache["randomraid"];
				else
					local searchResults, dict, temp = {}, {} , {};
					SearchRecursively(app:GetWindow("Prime").data, "instanceID", searchResults);
					for i,o in pairs(searchResults) do
						if not (o.saved or o.collected) and o.isRaid and (((o.total or 0) - (o.progress or 0)) > 0) then
							tinsert(temp, o);
						end
					end
					searchCache["randomraid"] = temp;
					return temp;
				end
			end
			function self:SelectMount()
				if searchCache["randommount"] then
					return searchCache["randommount"];
				else
					local searchResults, dict, temp = {}, {} , {};
					SearchRecursivelyForValue(app:GetWindow("Prime").data, "filterID", 100, searchResults);
					for i,o in pairs(searchResults) do
						if not (o.saved or o.collected) and o.collectible and (not o.achievementID or o.itemID) then
							tinsert(temp, o);
						end
					end
					searchCache["randommount"] = temp;
					return temp;
				end
			end
			function self:SelectPet()
				if searchCache["randompet"] then
					return searchCache["randompet"];
				else
					local searchResults, dict, temp = {}, {} , {};
					SearchRecursively(app:GetWindow("Prime").data, "speciesID", searchResults);
					for i,o in pairs(searchResults) do
						if not (o.saved or o.collected) and o.collectible then
							tinsert(temp, o);
						end
					end
					searchCache["randompet"] = temp;
					return temp;
				end
			end
			function self:SelectToy()
				if searchCache["randomtoy"] then
					return searchCache["randomtoy"];
				else
					local searchResults, dict, temp = {}, {} , {};
					SearchRecursively(app:GetWindow("Prime").data, "isToy", searchResults);
					for i,o in pairs(searchResults) do
						if not (o.saved or o.collected) and o.collectible then
							tinsert(temp, o);
						end
					end
					searchCache["randomtoy"] = temp;
					return temp;
				end
			end
			local excludedZones = {
				12,	-- Kalimdor
				13, -- Eastern Kingdoms
				101,	-- Outland
				113,	-- Northrend
				424,	-- Pandaria
				948,	-- The Maelstrom
				572,	-- Draenor
				619,	-- The Broken Isles
				905,	-- Argus
				876,	-- Kul'Tiras
				875,	-- Zandalar
			};
			function self:SelectZone()
				if searchCache["randomzone"] then
					return searchCache["randomzone"];
				else
					local searchResults, dict, temp = {}, {} , {};
					SearchRecursively(app:GetWindow("Prime").data, "mapID", searchResults);
					for i,o in pairs(searchResults) do
						if not (o.saved or o.collected) and (((o.total or 0) - (o.progress or 0)) > 0) and not o.instanceID and not contains(excludedZones, o.mapID) then
							tinsert(temp, o);
						end
					end
					searchCache["randomzone"] = temp;
					return temp;
				end
			end
			local mainHeader, filterHeader;
			local rerollOption = {
				['text'] = "Reroll",
				['icon'] = "Interface\\Icons\\ability_monk_roll",
				['description'] = "Click this button to reroll using the active filter.",
				['visible'] = true,
				['OnClick'] = function(row, button)
					self:Reroll();
					return true;
				end,
				['OnUpdate'] = function(data)
					data.visible = true;
				end,
			};
			filterHeader = {
				['text'] = "Apply a Search Filter",
				['icon'] = "Interface\\Icons\\TRADE_ARCHAEOLOGY.blp",
				["description"] = "Please select a search filter option.",
				['visible'] = true,
				['expanded'] = true,
				['OnUpdate'] = function(data)
					data.visible = true;
				end,
				['back'] = 1,
				['g'] = {
					setmetatable({
						['description'] = "Click this button to search... EVERYTHING.",
						['visible'] = true,
						['OnClick'] = function(row, button)
							app.SetDataMember("RandomSearchFilter", "AllTheThings");
							self.data = mainHeader;
							self:Reroll();
							return true;
						end,
						['OnUpdate'] = function(data)
							data.visible = true;
						end,
					}, { __index = function(t, key)
						if key == "text" or key == "icon" or key == "preview" or key == "texcoord" or key == "previewtexcoord" then
							return app:GetWindow("Prime").data[key];
						end
					end}),
					{
						['text'] = "Achievement",
						['icon'] = "Interface\\Icons\\Achievement_FeatsOfStrength_Gladiator_10",
						['description'] = "Click this button to select a random achievement based on what you're missing.",
						['visible'] = true,
						['OnClick'] = function(row, button)
							app.SetDataMember("RandomSearchFilter", "Achievement");
							self.data = mainHeader;
							self:Reroll();
							return true;
						end,
						['OnUpdate'] = function(data)
							data.visible = true;
						end,
					},
					{
						['text'] = "Item",
						['icon'] = "Interface\\Icons\\INV_Box_02",
						['description'] = "Click this button to select a random item based on what you're missing.",
						['visible'] = true,
						['OnClick'] = function(row, button)
							app.SetDataMember("RandomSearchFilter", "Item");
							self.data = mainHeader;
							self:Reroll();
							return true;
						end,
						['OnUpdate'] = function(data)
							data.visible = true;
						end,
					},
					{
						['text'] = "Instance",
						['icon'] = "Interface\\Icons\\Achievement_Dungeon_HEROIC_GloryoftheRaider",
						['description'] = "Click this button to select a random instance based on what you're missing.",
						['visible'] = true,
						['OnClick'] = function(row, button)
							app.SetDataMember("RandomSearchFilter", "Instance");
							self.data = mainHeader;
							self:Reroll();
							return true;
						end,
						['OnUpdate'] = function(data)
							data.visible = true;
						end,
					},
					{
						['text'] = "Dungeon",
						['icon'] = "Interface\\Icons\\Achievement_Dungeon_GloryoftheHERO",
						['description'] = "Click this button to select a random dungeon based on what you're missing.",
						['visible'] = true,
						['OnClick'] = function(row, button)
							app.SetDataMember("RandomSearchFilter", "Dungeon");
							self.data = mainHeader;
							self:Reroll();
							return true;
						end,
						['OnUpdate'] = function(data)
							data.visible = true;
						end,
					},
					{
						['text'] = "Raid",
						['icon'] = "Interface\\Icons\\Achievement_Dungeon_GloryoftheRaider",
						['description'] = "Click this button to select a random raid based on what you're missing.",
						['visible'] = true,
						['OnClick'] = function(row, button)
							app.SetDataMember("RandomSearchFilter", "Raid");
							self.data = mainHeader;
							self:Reroll();
							return true;
						end,
						['OnUpdate'] = function(data)
							data.visible = true;
						end,
					},
					{
						['text'] = "Mount",
						['icon'] = "Interface\\Icons\\Ability_Mount_AlliancePVPMount",
						['description'] = "Click this button to select a random mount based on what you're missing.",
						['visible'] = true,
						['OnClick'] = function(row, button)
							app.SetDataMember("RandomSearchFilter", "Mount");
							self.data = mainHeader;
							self:Reroll();
							return true;
						end,
						['OnUpdate'] = function(data)
							data.visible = true;
						end,
					},
					{
						['text'] = "Pet",
						['icon'] = "Interface\\Icons\\INV_Box_02",
						['description'] = "Click this button to select a random pet based on what you're missing.",
						['visible'] = true,
						['OnClick'] = function(row, button)
							app.SetDataMember("RandomSearchFilter", "Pet");
							self.data = mainHeader;
							self:Reroll();
							return true;
						end,
						['OnUpdate'] = function(data)
							data.visible = true;
						end,
					},
					{
						['text'] = "Quest",
						['icon'] = "Interface\\GossipFrame\\AvailableQuestIcon",
						['preview'] = "Interface\\Icons\\Achievement_Quests_Completed_08",
						['description'] = "Click this button to select a random quest based on what you're missing.",
						['visible'] = true,
						['OnClick'] = function(row, button)
							app.SetDataMember("RandomSearchFilter", "Quest");
							self.data = mainHeader;
							self:Reroll();
							return true;
						end,
						['OnUpdate'] = function(data)
							data.visible = true;
						end,
					},
					{
						['text'] = "Toy",
						['icon'] = "Interface\\Icons\\INV_Misc_Toy_10",
						['description'] = "Click this button to select a random toy based on what you're missing.",
						['visible'] = true,
						['OnClick'] = function(row, button)
							app.SetDataMember("RandomSearchFilter", "Toy");
							self.data = mainHeader;
							self:Reroll();
							return true;
						end,
						['OnUpdate'] = function(data)
							data.visible = true;
						end,
					},
					{
						['text'] = "Zone",
						['icon'] = "Interface\\Icons\\INV_Misc_Map_01",
						['description'] = "Click this button to select a random zone based on what you're missing.",
						['visible'] = true,
						['OnClick'] = function(row, button)
							app.SetDataMember("RandomSearchFilter", "Zone");
							self.data = mainHeader;
							self:Reroll();
							return true;
						end,
						['OnUpdate'] = function(data)
							data.visible = true;
						end,
					},
				},
			};
			mainHeader = {
				['text'] = "Random - Go Get 'Em!",
				['icon'] = "Interface\\Icons\\Ability_Rogue_RolltheBones.blp",
				["description"] = "This window allows you to randomly select a place or item to get. Go get 'em!",
				['visible'] = true,
				['expanded'] = true,
				['OnUpdate'] = function(data)
					data.visible = true;
				end,
				['back'] = 1,
				["indent"] = 0,
				['options'] = {
					{
						['text'] = "Change Search Filter",
						['icon'] = "Interface\\Icons\\TRADE_ARCHAEOLOGY.blp",
						["description"] = "Click this to change your search filter.",
						['visible'] = true,
						['OnClick'] = function(row, button)
							self.data = filterHeader;
							self:BaseUpdate(true);
							return true;
						end,
						['OnUpdate'] = function(data)
							data.visible = true;
						end,
					},
					rerollOption,
				},
				['g'] = { },
			};
			self.data = mainHeader;
			self.Rebuild = function(self, no)
				-- Rebuild all the datas
				wipe(self.data.g);

				-- Call to our method and build a list to draw from
				local method = app.GetDataMember("RandomSearchFilter", "Instance");
				if method then
					rerollOption.text = "Reroll: " .. method;
					method = "Select" .. method;
					local temp = self[method]() or {};
					local totalWeight = 0;
					for i,o in ipairs(temp) do
						totalWeight = totalWeight + ((o.total or 1) - (o.progress or 0));
					end
					if totalWeight > 0 and #temp > 0 then
						local weight, selected = math.random(totalWeight), nil;
						totalWeight = 0;
						for i,o in ipairs(temp) do
							totalWeight = totalWeight + ((o.total or 1) - (o.progress or 0));
							if weight <= totalWeight then
								selected = o;
								break;
							end
						end
						if not selected then selected = temp[#temp - 1]; end
						if selected then
							MergeObject(self.data.g, CreateObject(selected));
						else
							app.print("There was nothing to randomly select from.");
						end
					else
						app.print("There was nothing to randomly select from.");
					end
				else
					app.print("No search method specified.");
				end
				for i=#self.data.options,1,-1 do
					tinsert(self.data.g, 1, self.data.options[i]);
				end
				BuildGroups(self.data, self.data.g);
				if not no then self:Update(); end
			end
			self.Reroll = function(self)
				Push(self, "Rebuild", self.Rebuild);
			end
			for i,o in ipairs(self.data.options) do
				tinsert(self.data.g, o);
			end
			rerollOption.text = "Reroll: " .. app.GetDataMember("RandomSearchFilter", "Instance");
		end

		-- Update the window and all of its row data
		self.data.progress = 0;
		self.data.total = 0;
		self.data.indent = 0;
		BuildGroups(self.data, self.data.g);
		UpdateGroups(self.data, self.data.g);
		self:BaseUpdate(true);
	end
end);
app:GetWindow("Tradeskills", UIParent, function(self, ...)
	if not self.initialized then
		self.initialized = true;
		self:SetMovable(false);
		self:SetUserPlaced(false);
		self:SetClampedToScreen(false);
		self:RegisterEvent("TRADE_SKILL_SHOW");
		self:RegisterEvent("TRADE_SKILL_LIST_UPDATE");
		self:RegisterEvent("TRADE_SKILL_CLOSE");
		self:RegisterEvent("NEW_RECIPE_LEARNED");
		self.data = {
			['text'] = "Profession List",
			['icon'] = "Interface\\Icons\\INV_Scroll_04.blp",
			["description"] = "Open your professions to cache them.",
			['visible'] = true,
			['expanded'] = true,
			["indent"] = 0,
			['back'] = 1,
			['g'] = { },
		};
		self.CacheRecipes = function(self)
			-- Cache Learned Spells
			local skillCache = fieldCache["spellID"];
			if skillCache then
				local tradeSkillID = app.GetTradeSkillLine();
				if tradeSkillID == self.lastTradeSkillID then
					return false;
				end
				-- If it's not yours, don't take credit for it.
				if C_TradeSkillUI.IsTradeSkillLinked() or C_TradeSkillUI.IsTradeSkillGuild() then
					return false;
				end
				self.lastTradeSkillID = tradeSkillID;

				local currentCategoryID, categories = -1, {};
				local categoryIDs = { C_TradeSkillUI.GetCategories() };
				for i = 1,#categoryIDs do
					currentCategoryID = categoryIDs[i];
					local categoryData = C_TradeSkillUI.GetCategoryInfo(currentCategoryID);
					if categoryData then
						if not categories[currentCategoryID] then
							app.SetDataSubMember("Categories", currentCategoryID, categoryData.name);
							categories[currentCategoryID] = true;
						end
					end
				end

				-- Cache learned recipes
				local learned = 0;
				local reagentCache = app.GetDataMember("Reagents", {});
				local recipeIDs = C_TradeSkillUI.GetAllRecipeIDs();
				for i = 1,#recipeIDs do
					local spellRecipeInfo = C_TradeSkillUI.GetRecipeInfo(recipeIDs[i]);
					if spellRecipeInfo then
						currentCategoryID = spellRecipeInfo.categoryID;
						if not categories[currentCategoryID] then
							local categoryData = C_TradeSkillUI.GetCategoryInfo(currentCategoryID);
							if categoryData then
								app.SetDataSubMember("Categories", currentCategoryID, categoryData.name);
								categories[currentCategoryID] = true;
							end
						end
						if spellRecipeInfo.learned then
							if spellRecipeInfo.disabled then
								if GetTempDataSubMember("CollectedSpells", spellRecipeInfo.recipeID) then
									SetTempDataSubMember("CollectedSpells", spellRecipeInfo.recipeID, nil);
									SetDataSubMember("CollectedSpells", spellRecipeInfo.recipeID, nil);
								end
							else
								SetTempDataSubMember("CollectedSpells", spellRecipeInfo.recipeID, 1);
								if not GetDataSubMember("CollectedSpells", spellRecipeInfo.recipeID) then
									SetDataSubMember("CollectedSpells", spellRecipeInfo.recipeID, 1);
									learned = learned + 1;
								end
							end
						end
						if not skillCache[spellRecipeInfo.recipeID] then
							--app.print("Missing [" .. (spellRecipeInfo.name or "??") .. "] (Spell ID #" .. spellRecipeInfo.recipeID .. ") in ATT Database. Please report it!");
							skillCache[spellRecipeInfo.recipeID] = { {} };
						end
						local craftedItemID = GetItemInfoInstant(C_TradeSkillUI.GetRecipeItemLink(spellRecipeInfo.recipeID));
						for i=1,C_TradeSkillUI.GetRecipeNumReagents(spellRecipeInfo.recipeID) do
							local reagentName, reagentTexture, reagentCount, playerCount = C_TradeSkillUI.GetRecipeReagentInfo(spellRecipeInfo.recipeID, i);
							local itemID = GetItemInfoInstant(C_TradeSkillUI.GetRecipeReagentItemLink(spellRecipeInfo.recipeID, i));
							-- print(spellRecipeInfo.recipeID, itemID, "=",reagentCount,">", craftedItemID);

							-- Make sure a cache table exists for this item.
							-- Index 1: The Recipe Skill IDs => { craftedID, reagentCount }
							-- Index 2: The Crafted Item IDs => reagentCount
							-- TODO: potentially re-design this structure
							if not reagentCache[itemID] then reagentCache[itemID] = { {}, {} }; end
							reagentCache[itemID][1][spellRecipeInfo.recipeID] = { craftedItemID, reagentCount };
							if craftedItemID then reagentCache[itemID][2][craftedItemID] = reagentCount; end
						end
					end
				end

				-- Open the Tradeskill list for this Profession
				if self.tradeSkillID ~= tradeSkillID then
					self.tradeSkillID = tradeSkillID;
					for i,group in ipairs(app.Categories.Professions) do
						if group.requireSkill == tradeSkillID then
							self.data = CloneData(group);
							local requireSkill = self.data.requireSkill;
							local response = app:BuildSearchResponse(app.Categories.Instances, "requireSkill", requireSkill);
							if response then tinsert(self.data.g, {text=GROUP_FINDER,icon = "Interface\\LFGFRAME\\LFGIcon-ReturntoKarazhan",g=response}); end
							response = app:BuildSearchResponse(app.Categories.Zones, "requireSkill", requireSkill);
							if response then tinsert(self.data.g, {text=BUG_CATEGORY2,icon = "Interface/ICONS/INV_Misc_Map_01",g=response});  end
							response = app:BuildSearchResponse(app.Categories.WorldDrops, "requireSkill", requireSkill);
							if response then tinsert(self.data.g, {text=TRANSMOG_SOURCE_4,icon = "Interface/ICONS/INV_Misc_Map_01",g=response});  end
							response = app:BuildSearchResponse(app.Categories.ExpansionFeatures, "requireSkill", requireSkill);
							if response then tinsert(self.data.g, {text=GetCategoryInfo(15301),icon = "Interface\\ICONS\\Achievement_Battleground_TempleOfKotmogu_02_Green",g=response});  end
							response = app:BuildSearchResponse(app.Categories.WorldEvents, "requireSkill", requireSkill)
							if response then tinsert(self.data.g, app.CreateDifficulty(18, {icon = "Interface\\Icons\\inv_misc_celebrationcake_01",g=response}));  end
							response = app:BuildSearchResponse(app.Categories.Craftables, function(o)
								if (o.npcID and o.npcID < 0 and o.text == group.text) or (o.requireSkill and o.requireSkill == requireSkill) then
									return true;
								end
							end);
							if response then tinsert(self.data.g, {text=LOOT_JOURNAL_LEGENDARIES_SOURCE_CRAFTED_ITEM,icon = "Interface\\ICONS\\ability_repair",g=response});  end

							self.data.indent = 0;
							self.data.visible = true;
							BuildGroups(self.data, self.data.g);
							app.UpdateGroups(self.data, self.data.g);
							if not self.data.expanded then
								self.data.expanded = true;
								ExpandGroupsRecursively(self.data, true);
							end
							if app.Settings:GetTooltipSetting("Auto:ProfessionList") then
								self:SetVisible(true);
							end
						end
					end
				end

				-- If something new was "learned", then refresh the data.
				if learned > 0 then
					app:RefreshData(false, true);
					app.print("Cached " .. learned .. " known recipes!");
					wipe(searchCache);
				end
			end
		end
		self.RefreshRecipes = function(self)
			if app.CollectibleRecipes then
				StartCoroutine("RefreshingRecipes", function()
					local wait = 5;
					while wait > 0 do
						wait = wait - 1;
						coroutine.yield();
					end
					self:CacheRecipes();
				end);
			end
		end

		-- TSM Shenanigans
		self.TSMCraftingVisible = nil;
		self.SetTSMCraftingVisible = function(self, visible)
			visible = not not visible;
			if visible == self.TSMCraftingVisible then
				return;
			end
			self.TSMCraftingVisible = visible;
			self:SetMovable(true);
			self:ClearAllPoints();
			if visible and self.cachedTSMFrame then
				if self.cachedTSMFrame.queue and self.cachedTSMFrame.queue:IsShown() then
					self:SetPoint("TOPLEFT", self.cachedTSMFrame.queue, "TOPRIGHT", 0, 0);
					self:SetPoint("BOTTOMLEFT", self.cachedTSMFrame.queue, "BOTTOMRIGHT", 0, 0);
				else
					self:SetPoint("TOPLEFT", self.cachedTSMFrame, "TOPRIGHT", 0, 0);
					self:SetPoint("BOTTOMLEFT", self.cachedTSMFrame, "BOTTOMRIGHT", 0, 0);
				end
				self:SetMovable(false);
			elseif TradeSkillFrame then
				-- Default Alignment on the WoW UI.
				self:SetPoint("TOPLEFT", TradeSkillFrame, "TOPRIGHT", 0, 0);
				self:SetPoint("BOTTOMLEFT", TradeSkillFrame, "BOTTOMRIGHT", 0, 0);
				self:SetMovable(false);
			else
				self:SetMovable(false);
				StartCoroutine("TSMWHY", function()
					while InCombatLockdown() or not TradeSkillFrame do coroutine.yield(); end
					StartCoroutine("TSMWHYPT2", function()
						local thing = self.TSMCraftingVisible;
						self.TSMCraftingVisible = nil;
						self:SetTSMCraftingVisible(thing);
					end);
				end);
				return;
			end
			StartCoroutine("UpdateTradeSkills", function()
				while InCombatLockdown() do coroutine.yield(); end
				coroutine.yield();
				self:Update();
			end);
		end
		-- Setup Event Handlers and register for events
		self:SetScript("OnEvent", function(self, e, ...)
			if e == "TRADE_SKILL_LIST_UPDATE" then
				if self:IsVisible() then
					-- If it's not yours, don't take credit for it.
					if C_TradeSkillUI.IsTradeSkillLinked() or C_TradeSkillUI.IsTradeSkillGuild() then
						self:SetVisible(false);
						return false;
					end

					-- Check to see if ATT has information about this profession.
					local tradeSkillID = app.GetTradeSkillLine();
					if not tradeSkillID or not fieldCache["requireSkill"][tradeSkillID] then
						self:SetVisible(false);
						return false;
					end
					self:Update();
				end
				self:RefreshRecipes();
			elseif e == "TRADE_SKILL_SHOW" then
				if self.TSMCraftingVisible == nil then
					self:SetTSMCraftingVisible(false);
				end
				if app.Settings:GetTooltipSetting("Auto:ProfessionList") then
					self:SetVisible(true);
				end
				self:RefreshRecipes();
			elseif e == "NEW_RECIPE_LEARNED" then
				local spellID = ...;
				if spellID then
					local previousState = GetDataSubMember("CollectedSpells", spellID);
					SetDataSubMember("CollectedSpells", spellID, 1);
					if not GetTempDataSubMember("CollectedSpells", spellID) then
						SetTempDataSubMember("CollectedSpells", spellID, 1);
						app:RefreshData(true, true);
						if not previousState or not app.Settings:Get("AccountWide:Recipes") then
							app:PlayFanfare();
						end
						wipe(searchCache);
					end
				end
			elseif e == "TRADE_SKILL_CLOSE" then
				self:SetVisible(false);
			end
		end);
		return;
	end
	if self:IsVisible() then
		if TSM_API and TSMAPI_FOUR then
			if not self.cachedTSMFrame then
				for i,f in ipairs({UIParent:GetChildren()}) do
					if f.headerBgCenter then
						self.cachedTSMFrame = f;
						local oldSetVisible = f.SetVisible;
						local oldShow = f.Show;
						local oldHide = f.Hide;
						f.SetVisible = function(s, visible)
							oldSetVisible(s, visible);
							self:SetTSMCraftingVisible(visible);
						end
						f.Hide = function(s)
							oldHide(s);
							self:SetTSMCraftingVisible(false);
						end
						f.Show = function(s)
							oldShow(s);
							self:SetTSMCraftingVisible(true);
						end
						if self.gettinMadAtDumbNamingConventions then
							TSMAPI_FOUR.UI.NewElement = self.OldNewElement;
							self.gettinMadAtDumbNamingConventions = nil;
							self.OldNewElement = nil;
						end
						self:SetTSMCraftingVisible(f:IsShown());
						return;
					end
				end
				if not self.gettinMadAtDumbNamingConventions then
					self.gettinMadAtDumbNamingConventions = true;
					self.OldNewElement = TSMAPI_FOUR.UI.NewElement;
					TSMAPI_FOUR.UI.NewElement = function(...)
						StartCoroutine("UpdateTradeSkills", function()
							while InCombatLockdown() do coroutine.yield(); end
							coroutine.yield();
							self:Update();
						end);
						return self.OldNewElement(...);
					end
				end
			end
		elseif TSMCraftingTradeSkillFrame then
			if not self.cachedTSMFrame then
				local f = TSMCraftingTradeSkillFrame;
				self.cachedTSMFrame = f;
				local oldSetVisible = f.SetVisible;
				local oldShow = f.Show;
				local oldHide = f.Hide;
				f.SetVisible = function(s, visible)
					oldSetVisible(s, visible);
					self:SetTSMCraftingVisible(visible);
				end
				f.Hide = function(s)
					oldHide(s);
					self:SetTSMCraftingVisible(false);
				end
				f.Show = function(s)
					oldShow(s);
					self:SetTSMCraftingVisible(true);
				end
				if f.queueBtn then
					local setScript = f.queueBtn.SetScript;
					f.queueBtn.SetScript = function(s, e, callback)
						if e == "OnClick" then
							setScript(s, e, function(...)
								if callback then callback(...); end

								local thing = self.TSMCraftingVisible;
								self.TSMCraftingVisible = nil;
								self:SetTSMCraftingVisible(thing);
							end);
						else
							setScript(s, e, callback);
						end
					end
					f.queueBtn:SetScript("OnClick", f.queueBtn:GetScript("OnClick"));
				end
				self:SetTSMCraftingVisible(f:IsShown());
				return;
			end
		end

		-- Update the window and all of its row data
		self.data.progress = 0;
		self.data.total = 0;
		UpdateGroups(self.data, self.data.g);
		self:BaseUpdate(...);
	end
end);
app:GetWindow("WorldQuests", UIParent, function(self)
	if self:IsVisible() then
		if not self.initialized then
			self.initialized = true;
			self.data = {
				['text'] = "World Quests",
				['icon'] = "Interface\\Icons\\INV_Misc_Map08.blp",
				["description"] = "These are World Quests and other time-limited Things that are currently available somewhere. Go get 'em!",
				['visible'] = true,
				['expanded'] = true,
				["indent"] = 0,
				['back'] = 1,
				['g'] = {
					{
						['text'] = "Update World Quests Now",
						['icon'] = "Interface\\Icons\\INV_Misc_Map_01",
						['description'] = "Sometimes the World Quest API is slow or fails to return new data. If you wish to forcibly refresh the data without changing zones, click this button now!\n\nAlt + Click to include currently-available Things which may not be time-limited",
						['hash'] = "funUpdateWorldQuests",
						['OnClick'] = function(data, button)
							Push(self, "WorldQuests-Rebuild", self.Rebuild);
							return true;
						end,
						['OnUpdate'] = function(data)
							data.visible = true;
						end,
					},
				},
			};
			self.rawData = {};
			local emissaryMapIDs = {
				{ 619, 650 },	-- Broken Isles, Highmountain
				{ app.FactionID == Enum.FlightPathFaction.Horde and 875 or 876, 895 },	-- Kul'Tiras or Zandalar, Stormsong Valley
			};
			local worldMapIDs = {
				-- Shadowlands Continents
				{
					1550,	-- Shadowlands
					{
						-- TODO: callings?
					}
				},
				-- BFA Continents
				{
					875,	-- Zandalar
					{
						{ 863, 5969, { 54135, 54136 }},	-- Nazmir (Romp in the Swamp [H] / March on the Marsh [A])
						{ 864, 5970, { 53885, 54134 }},	-- Voldun (Isolated Victory [H] / Many Fine Heroes [A])
						{ 862, 5973, { 53883, 54138 }},	-- Zuldazar (Shores of Zuldazar [H] / Ritual Rampage [A])
					}
				},
				{
					876,	-- Kul'Tiras
					{
						{ 896, 5964, { 54137, 53701 }},	-- Drustvar (In Every Dark Corner [H] / A Drust Cause [A])
						{ 942, 5966, { 54132, 51982 }},	-- Stormsong Valley (A Horde of Heroes [H] / Storm's Rage [A])
						{ 895, 5896, { 53939, 53711 }},	-- Tiragarde Sound (Breaching Boralus [H] / A Sound Defense [A])
					}
				},
				{ 1355 },	-- Nazjatar
				-- Legion Continents
				{
					619, 	-- Broken Isles
					{
						{ 630, 5175, { 47063 }},	-- Azsuna
						{ 650, 5177, { 47063 }},	-- Highmountain
						{ 634, 5178, { 47063 }},	-- Stormheim
						{ 641, 5210, { 47063 }},	-- Val'Sharah
					}
				},
				{ 905 },	-- Argus, already has individual zones above
				-- WoD Continents
				{ 572 },	-- Draenor
				-- MoP Continents
				{
					424,	-- Pandaria
					{
						{ 1530, 6489, { 56064 }},	-- Assault: The Black Empire
						{ 1530, 6491, { 57728 }},	-- Assault: The Endless Swarm
						{ 1530, 6490, { 57008 }},	-- Assault: The Warring Clans
					},
				},
				-- Cataclysm Continents
				{ 948 },	-- The Maelstrom
				-- WotLK Continents
				{ 113 },	-- Northrend
				-- BC Continents
				{ 101 }, 	-- Outland
				-- Vanilla Continents
				{
					12,		-- Kalimdor
					{
						{ 1527, 6486, { 57157 }},	-- Assault: The Black Empire
						{ 1527, 6488, { 56308 }},	-- Assault: Aqir Unearthed
						{ 1527, 6487, { 55350 }},	-- Assault: Amathet Advance
					},
				},
				{ 13 },		-- Eastern Kingdoms
			};
			-- local OnUpdateForItem = function(self)
				-- print("update on group",self.key, self[self.key]);
				-- for i,o in ipairs(self.g) do
					-- o.visible = false;
				-- end
			-- end;
			local function UnsetNotCollectible(o)
				if o.collectible == false then o.collectible = nil; end
				if o.g then
					for i,p in ipairs(o.g) do
						UnsetNotCollectible(p);
					end
				end
			end
			self.Clear = function(self)
				local temp = self.data.g[1];
				wipe(self.data.g);
				wipe(self.rawData);
				tinsert(self.data.g, temp);
				self:Update();
			end
			-- World Quests (Tasks)
			self.MergeTasks = function(self, mapObject, includeAll, includePermanent, includeQuests)	
				local mapID = mapObject.mapID;
				if not mapID then return; end
				local pois = C_TaskQuest.GetQuestsForPlayerByMapID(mapID);
				if pois then
					for i,poi in ipairs(pois) do
						-- only include Tasks on this actual mapID since each Zone mapID is checked individually						
						if poi.mapID == mapID then
							local questObject = GetPopulatedQuestObject(poi.questId);
							if includeAll or
								-- include the quest in the list if holding shift and tracking quests
								(includePermanent and includeQuests) or
								-- or if it is repeatable (i.e. one attempt per day/week/year)
								questObject.repeatable or
								-- or if it has time remaining
								(questObject.timeRemaining or 0 > 0) then
								MergeObject(mapObject.g, questObject);
								-- see if need to retry based on missing data
								if not self.retry and questObject.missingData then self.retry = true; end
							end
						end
					end
				end				
			end
			-- Storylines/Map Quest Icons
			self.MergeStorylines = function(self, mapObject, includeAll, includePermanent, includeQuests)
				local mapID = mapObject.mapID;
				if not mapID then return; end
				C_QuestLine.RequestQuestLinesForMap(mapID);
				local questLines = C_QuestLine.GetAvailableQuestLines(mapID)
				if questLines then
					for id,questLine in pairs(questLines) do
						-- dont show 'hidden' quest lines... not sure what this is exactly
						if not questLine.hidden then
							local questObject = GetPopulatedQuestObject(questLine.questID);
							if includeAll or
								-- include the quest in the list if holding shift and tracking quests
								(includePermanent and includeQuests) or
								-- or if it is repeatable (i.e. one attempt per day/week/year)
								questObject.repeatable or
								-- or if it has time remaining
								(questObject.timeRemaining or 0 > 0) then
								MergeObject(mapObject.g, questObject);
								-- see if need to retry based on missing data
								if not self.retry and questObject.missingData then self.retry = true; end
							end
						end
					end
				else
					-- print("No questline data yet for mapID:",mapID);
					self.retry = true;
				end
			end
			self.Rebuild = function(self, no)
				-- Rebuild all World Quest data
				self.retry = nil;
				local temp = {};
				-- options when refreshing the list
				local includeAll = app.Settings:Get("DebugMode");
				local includeQuests = app.CollectibleQuests;
				local includePermanent = IsAltKeyDown() or includeAll;
				local showCurrencies = app.Settings:GetTooltipSetting("WorldQuestsList:Currencies") or includeAll;

				-- Acquire all of the world quests
				for _,pair in ipairs(worldMapIDs) do
					local mapID = pair[1];
					-- print("WQ.WorldMapIDs." .. tostring(mapID))
					local mapObject = GetPopulatedMapObject(mapID);

					-- Invasions
					local mapIDPOIPairs = pair[2];
					if mapIDPOIPairs then
						for i,arr in ipairs(mapIDPOIPairs) do
							for j,questID in ipairs(arr[3]) do
								if not IsQuestFlaggedCompleted(questID) then
									local timeLeft = C_AreaPoiInfo.GetAreaPOISecondsLeft(arr[2]);
									if timeLeft and timeLeft > 0 then
										local mapID = arr[1];
										local subMapObject = GetPopulatedMapObject(mapID);
										local questObject = GetPopulatedQuestObject(questID);

										-- Custom time remaining based on the map POI since the quest itself does not indicate time remaining
										if not questObject.timeRemaining then
											local description = BONUS_OBJECTIVE_TIME_LEFT:format(SecondsToTime(timeLeft * 60));
											if timeLeft < 30 then
												description = "|cFFFF0000" .. description .. "|r";
											elseif timeLeft < 60 then
												description = "|cFFFFFF00" .. description .. "|r";
											end
											if not questObject.description then
												questObject.description = description;
											else
												questObject.description = questObject.description .. "\n\n" .. description;
											end
										end

										MergeObject(subMapObject.g, questObject);
										MergeObject(mapObject.g, subMapObject);
									end
								end
							end
						end
					end

					-- look for quests on 'Zone' map child maps as well
					local mapChildInfos = C_Map.GetMapChildrenInfo(mapID, 3, false)
					if mapChildInfos then
						for i,mapInfo in ipairs(mapChildInfos) do
							-- start fetching the data while other stuff is setup
							C_QuestLine.RequestQuestLinesForMap(mapInfo.mapID);
							local subMapObject = GetPopulatedMapObject(mapInfo.mapID);

							-- Merge Tasks for Zone
							self:MergeTasks(subMapObject, includeAll, includePermanent, includeQuests);

							-- Merge Storylines for Zone
							self:MergeStorylines(subMapObject, includeAll, includePermanent, includeQuests);
							
							MergeObject(mapObject.g, subMapObject);
						end
					end

					-- Merge everything for this map into the list
					table.sort(mapObject.g, self.Sort);
					-- Sort the sub-groups as well
					for i,mapGrp in ipairs(mapObject.g) do
						if mapGrp.mapID and mapGrp.g then
							table.sort(mapGrp.g, self.Sort);
						end
					end
					MergeObject(temp, mapObject);
				end

				-- Acquire all of the emissary quests
				for _,pair in ipairs(emissaryMapIDs) do
					local mapID = pair[1];
					-- print("WQ.EmissaryMapIDs." .. tostring(mapID))
					local mapObject = GetPopulatedMapObject(mapID);
					local bounties = C_QuestLog.GetBountiesForMapID(pair[2]);
					if bounties and #bounties > 0 then
						for i,bounty in ipairs(bounties) do
							local questObject = GetPopulatedQuestObject(bounty.questID);
							MergeObject(mapObject.g, questObject);
						end
					end
					table.sort(mapObject.g, self.Sort);
					-- Sort the map groups as well
					for i,mapGrp in ipairs(mapObject.g) do
						if mapGrp.mapID and mapGrp.g then
							table.sort(mapGrp.g, self.Sort);
						end
					end
					MergeObject(temp, mapObject);
				end

				-- Heroic Deeds
				if includePermanent and not (CompletedQuests[32900] or CompletedQuests[32901]) then
					local mapObject = GetPopulatedMapObject(424);
					cache = fieldCache["questID"][app.FactionID == Enum.FlightPathFaction.Alliance and 32900 or 32901];
					if cache then
						for _,data in ipairs(cache) do
							data = CreateObject(data);
							if data.g then
								for _,entry in ipairs(data.g) do
									local resolved = ResolveSymbolicLink(entry);
									if resolved then
										entry = CreateObject(entry);
										if entry.g then
											MergeObjects(entry.g, resolved);
										else
											entry.g = resolved;
										end
									end
									MergeObject(data.g, entry);
								end
							end
							MergeObject(mapObject.g, data);
						end
					end
					MergeObject(temp, mapObject);
				end

				-- Get the LFG Rewards Available at this level
				local numRandomDungeons = GetNumRandomDungeons();
				if numRandomDungeons > 0 then
					local groupFinder = {achID=4476,text=DUNGEONS_BUTTON,g={}};
					for index=1,numRandomDungeons,1 do
						local dungeonID = GetLFGRandomDungeonInfo(index);
						local name, typeID, subtypeID, minLevel, maxLevel, recLevel, minRecLevel, maxRecLevel, expansionLevel, groupID, textureFilename, difficulty, maxPlayers, description, isHoliday, bonusRepAmount, minPlayers, isTimeWalker, name2, minGearLevel = GetLFGDungeonInfo(dungeonID);
						-- print(dungeonID,name, typeID, subtypeID, minLevel, maxLevel, recLevel, minRecLevel, maxRecLevel, expansionLevel, groupID, textureFilename, difficulty, maxPlayers, description, isHoliday, bonusRepAmount, minPlayers, isTimeWalker, name2, minGearLevel);
						local _,gold,unknown,xp,unknown2,numRewards,unknown = GetLFGDungeonRewards(dungeonID);
						local header = {dungeonID=dungeonID,text=name,description=description,lvl={minRecLevel or 1, maxRecLevel},g={}};
						if expansionLevel and not isHoliday then
							header.icon = setmetatable({["tierID"]=expansionLevel + 1}, app.BaseTier).icon;
						elseif isTimeWalker then
							header.icon = app.DifficultyIcons[24];
						end
						for rewardIndex=1,numRewards,1 do
							local itemName,icon,count,claimed,rewardType,itemID,quality = GetLFGDungeonRewardInfo(dungeonID, rewardIndex);
							if rewardType == "item" then
								local item = { ["itemID"] = itemID, ["expanded"] = false };
								cache = fieldCache["itemID"][itemID];
								if cache then
									local ACKCHUALLY;
									for _,data in ipairs(cache) do
										local lvl;
										if isTimeWalker then
											lvl = (data.lvl and type(data.lvl) == "table" and data.lvl[1]) or
													data.lvl or
													(data.parent and data.parent.lvl and type(data.parent.lvl) == "table" and data.parent.lvl[1]) or
													data.parent.lvl or 0;
										else
											lvl = 0;
										end
										if lvl <= minRecLevel then
											if data.f then
												item.f = data.f;
											end
											if data.s then
												item.s = data.s;
												if data.modID == modID then
													ACKCHUALLY = data.s;
													item.modID = modID;
													if tagID == 137 then
														local parent = data.parent;
														while parent do
															if parent.instanceID then
																-- this referenced questObject.icon, but that variable isn't part of the group finder section, so using header instead...
																header.icon = parent.icon;
																break;
															end
															parent = parent.parent;
														end
													end
												end
											end
											if data.g and #data.g > 0 then
												if not item.g then
													item.g = {};
													item.progress = 0;
													item.total = 0;
												end
												MergeObjects(item.g, data.g);
											end
										end
									end
									if ACKCHUALLY then
										item.s = ACKCHUALLY;
									end
								end
								MergeObject(header.g, item);
							elseif rewardType == "currency" then
								if showCurrencies then
									local item = { ["currencyID"] = itemID, ["expanded"] = false, };
									cache = fieldCache["currencyID"][itemID];
									if cache then
										for _,data in ipairs(cache) do
											local lvl;
											if isTimeWalker then
												lvl = (data.lvl and type(data.lvl) == "table" and data.lvl[1]) or
														data.lvl or
														(data.parent and data.parent.lvl and type(data.parent.lvl) == "table" and data.parent.lvl[1]) or
														data.parent.lvl or 0;
											else
												lvl = 0;
											end
											if lvl <= minRecLevel then
												if data.f then
													item.f = data.f;
												end
												if data.g and #data.g > 0 then
													if not item.g then
														item.g = {};
														item.progress = 0;
														item.total = 0;
													end
													MergeObject(item.g, data);
												end
											end
										end
									end
									MergeObject(header.g, item);
								end
							else
								-- print("Unhandled reward type", itemName,icon,count,claimed,rewardType,itemID,quality);
							end
						end
						table.insert(groupFinder.g, header);
					end
					table.insert(temp, groupFinder);
				end

				if self.retry then
					-- print("Missing API quest data on this World Quest refresh");
					self.retry = nil;
					return true;
				end

				-- Put a 'Clear World Quests' click at the bottom
				MergeObject(temp, {
						['text'] = "Clear World Quests",
						['icon'] = "Interface\\Icons\\ability_racial_haymaker",
						['description'] = "Click to clear the current information within the World Quests frame",
						['hash'] = "funClearWorldQuests",
						['OnClick'] = function(data, button)
							Push(self, "WorldQuests-Clear", self.Clear);
							return true;
						end,
						['OnUpdate'] = function(data)
							data.visible = true;
						end,
					});

				for i,o in ipairs(temp) do
					UnsetNotCollectible(o);
					MergeObject(self.rawData, o);
				end
				for i,o in ipairs(self.rawData) do
					MergeObject(self.data.g, CreateObject(o));
				end
				if not no then self:Update(); end
			end
			self.Sort = function(a, b)
				-- If either object doesn't exist
				if not a then
					-- print("a-nil");
					if not b then
						-- print("b-nil");
						return false;
					else
						return false;
					end
				elseif not b then
					-- print("b-nil");
					return true;
				end
				-- Raids/Encounter 1st
				if a.isRaid then
					-- print("a-raid",a.text);
					if not b.isRaid then
						return true;
					end
					-- print("b-raid",b.text);
					-- both Raid, compare on text
					-- print("raid",a.text,b.text);
					return string.lower(a.text or "") <= string.lower(b.text or "");
				elseif b.isRaid then
					-- print("b-raid",b.text);
					return false;
				end
				-- Quests 2nd
				if a.questID then
					-- print("a-quest",a.text);
					if not b.questID then
						return true;
					end
					-- both Quest
					-- print("quest",a.questID,b.questID);
					return a.questID <= b.questID;
				elseif b.questID then
					return false;
				end
				-- Maps 3rd
				if a.mapID then
					if not b.mapID then
						return true;
					end
					-- both Map, compare on text
					--print("map",a.text,b.text);
					return string.lower(a.text or "") <= string.lower(b.text or "");
				elseif b.mapID then
					return false;
				end
				-- Level 4th
				-- if a.lvl then
					-- if not b.lvl then
						-- return true;
					-- end
					-- -- both Level, compare on level
					-- -- equal Level, compare on text
					-- if (a.lvl == b.lvl) then
					-- -- print("lvl",a.text,b.text);
						-- return string.lower(a.text or "") <= string.lower(b.text or "");
					-- end
					-- -- print("lvl",a.lvl,b.lvl);
					-- return a.lvl <= b.lvl;
				-- elseif b.lvl then
					-- return false;
				-- end
				-- Items 5th
				if a.itemID then
					if not b.itemID then
						return true;
					end
					-- both Item
					-- print("item",a.itemID,b.itemID);
					return a.itemID <= b.itemID;
				elseif b.itemID then
					return false;
				end
				-- Anything else with text
				if a.text and b.text then
					-- print("text",a.text,b.text);
					return string.lower(a.text or "") <= string.lower(b.text or "");
				end
				-- false here may cause 'invalid order function' error when no other conditions match
				-- print("a-b",a.key,b.key);
				-- return a.key <= b.key;
				return true;
			end;
		end

		-- Update the window and all of its row data
		self.data.progress = 0;
		self.data.total = 0;
		BuildGroups(self.data, self.data.g);
		UpdateGroups(self.data, self.data.g);
		self:BaseUpdate(true);
	end
end);


hooksecurefunc(GameTooltip, "SetToyByItemID", function(self, itemID, ...)
	local link = C_ToyBox_GetToyLink(itemID);
	if link then
		AttachTooltipSearchResults(self, link, SearchForLink, link);
		self:Show();
	end
end)
hooksecurefunc(GameTooltip, "SetRecipeReagentItem", function(self, itemID, reagentID, ...)
	local link = C_TradeSkillUI.GetRecipeReagentItemLink(itemID, reagentID);
	if link then
		AttachTooltipSearchResults(self, link, SearchForLink, link);
		self:Show();
	end
end)
-- GameTooltip:HookScript("OnUpdate", CheckAttachTooltip);
GameTooltip:HookScript("OnShow", AttachTooltip);
GameTooltip:HookScript("OnTooltipSetQuest", AttachTooltip);
GameTooltip:HookScript("OnTooltipSetItem", AttachTooltip);
GameTooltip:HookScript("OnTooltipSetUnit", AttachTooltip);
GameTooltip:HookScript("OnTooltipCleared", ClearTooltip);
ItemRefTooltip:HookScript("OnShow", AttachTooltip);
ItemRefTooltip:HookScript("OnTooltipSetQuest", AttachTooltip);
ItemRefTooltip:HookScript("OnTooltipSetItem", AttachTooltip);
ItemRefTooltip:HookScript("OnTooltipCleared", ClearTooltip);
ItemRefShoppingTooltip1:HookScript("OnShow", AttachTooltip);
ItemRefShoppingTooltip1:HookScript("OnTooltipSetQuest", AttachTooltip);
ItemRefShoppingTooltip1:HookScript("OnTooltipSetItem", AttachTooltip);
ItemRefShoppingTooltip1:HookScript("OnTooltipCleared", ClearTooltip);
ItemRefShoppingTooltip2:HookScript("OnShow", AttachTooltip);
ItemRefShoppingTooltip2:HookScript("OnTooltipSetQuest", AttachTooltip);
ItemRefShoppingTooltip2:HookScript("OnTooltipSetItem", AttachTooltip);
ItemRefShoppingTooltip2:HookScript("OnTooltipCleared", ClearTooltip);

--[[
hooksecurefunc("EmbeddedItemTooltip_SetCurrencyByID", function(self, id, ...)
	print("EmbeddedItemTooltip_SetCurrencyByID", ...);
	AttachTooltip(self.Tooltip);
end);
]]--
hooksecurefunc("EmbeddedItemTooltip_SetItemByID", function(self, itemID, ...)
	ClearTooltip(self.Tooltip);
	AttachTooltip(self.Tooltip);
	self.Tooltip:Show();
end);
hooksecurefunc("EmbeddedItemTooltip_SetItemByQuestReward", function(self, ...)
	ClearTooltip(self.Tooltip);
	AttachTooltip(self.Tooltip);
	self.Tooltip:Show();
end);
--hooksecurefunc("BattlePetTooltipTemplate_SetBattlePet", AttachBattlePetTooltip); -- Not ready yet.

-- local ProcessAuctions = function()
-- 	StartCoroutine("ProcessAuctionData", ProcessAuctionData, 1);
-- end

local ProcessAuctionData = function()
	-- If we have no auction data, then simply return now.
	if not AllTheThingsAuctionData then return end;
	local count = 0;
	for _ in pairs(AllTheThingsAuctionData) do count = count+1 end
	if count < 1 then return end;

	-- Search the ATT Database for information related to the auction links (items, species, etc)
	local filterID;
	local searchResultsByKey, searchResult, searchResults, key, keys, value, data = {};
	for k,v in pairs(AllTheThingsAuctionData) do
		searchResults = SearchForLink(v.itemLink);
		if searchResults then
			if #searchResults > 0 then
				searchResult = searchResults[1];
				key = searchResult.key;
				if key == "npcID" then
					if searchResult.itemID then
						key = "itemID";
					end
				elseif key == "spellID" then
					local AuctionDataItemKeyOverrides = {
						[92426] = "itemID", -- Sealed Tome of the Lost Legion
					};
					if AuctionDataItemKeyOverrides[searchResult.itemID] then
						key = AuctionDataItemKeyOverrides[searchResult.itemID]
					end
				end
				value = searchResult[key];
				keys = searchResultsByKey[key];

				-- Make sure that the key type is represented.
				if not keys then
					keys = {};
					searchResultsByKey[key] = keys;
				end

				-- First time this key value was used.
				data = keys[value];
				if not data then
					data = CreateObject(searchResult);
					for i=2,#searchResults,1 do
						MergeObject(data, CreateObject(searchResults[i]));
					end
					if data.key == "npcID" then setmetatable(data, app.BaseItem); end
					data.auctions = {};
					keys[value] = data;
				end
				table.insert(data.auctions, v.itemLink);
			end
		end
	end

	-- Move all achievementID-based items into criteriaID
	if searchResultsByKey.achievementID then
		local criteria = searchResultsByKey.criteriaID;
		if criteria then
			for key,entry in pairs(searchResultsByKey.achievementID) do
				criteria[key] = entry;
			end
		else
			searchResultsByKey.criteriaID = searchResultsByKey.achievementID;
		end
		searchResultsByKey.achievementID = nil;
	end

	-- Apply a sub-filter to items with spellID-based identifiers.
	if searchResultsByKey.spellID then
		local filteredItems = {};
		for key,entry in pairs(searchResultsByKey.spellID) do
			filterID = entry.filterID or entry.f;
			if filterID then
				local filterData = filteredItems[filterID];
				if not filterData then
					filterData = {};
					filteredItems[filterID] = filterData;
				end
				filterData[key] = entry;
			else
				print("Spell " .. entry.spellID .. " (Item ID #" .. (entry.itemID or "???") .. ") is missing a filterID?");
			end
		end

		if filteredItems[100] then searchResultsByKey.mountID = filteredItems[100]; end	-- Mounts
		if filteredItems[200] then searchResultsByKey.recipeID = filteredItems[200]; end -- Recipes
		searchResultsByKey.spellID = nil;
	end

	if searchResultsByKey.s then
		local filteredItems = {};
		local cachedS = searchResultsByKey.s;
		searchResultsByKey.s = {};
		for sourceID,entry in pairs(cachedS) do
			filterID = entry.filterID or entry.f;
			if filterID then
				local filterData = filteredItems[entry.f];
				if not filterData then
					filterData = setmetatable({ ["filterID"] = filterID, ["g"] = {} }, app.BaseFilter);
					filteredItems[filterID] = filterData;
					table.insert(searchResultsByKey.s, filterData);
				end
				table.insert(filterData.g, entry);
			end
		end
		for f,entry in pairs(filteredItems) do
			table.sort(entry.g, function(a,b)
				return a.u and not b.u;
			end);
		end
	end

	-- Process the Non-Collectible Items for Reagents
	local reagentCache = app.GetDataMember("Reagents");
	if reagentCache and searchResultsByKey.itemID then
		local cachedItems = searchResultsByKey.itemID;
		searchResultsByKey.itemID = {};
		searchResultsByKey.reagentID = {};
		for itemID,entry in pairs(cachedItems) do
			if reagentCache[itemID] then
				searchResultsByKey.reagentID[itemID] = entry;
				if not entry.g then entry.g = {}; end
				for itemID2,count in pairs(reagentCache[itemID][2]) do
					local searchResults = app.SearchForField("itemID", itemID2);
					if searchResults and #searchResults > 0 then
						table.insert(entry.g, CloneData(searchResults[1]));
					end
				end
			else
				-- Push it back into the itemID table
				searchResultsByKey.itemID[itemID] = entry;
			end
		end
	end

	-- Insert Buttons into the groups.
	wipe(window.data.g);
	for i,option in ipairs(window.data.options) do
		table.insert(window.data.g, option);
	end

	local ObjectTypeMetas = {
		["criteriaID"] = setmetatable({	-- Achievements
			["filterID"] = 105,
			["icon"] = "INTERFACE/ICONS/ACHIEVEMENT_BOSS_LICHKING",
			["description"] = "All items that can be used to obtain achievements that you are missing are displayed here.",
			["priority"] = 1,
		}, app.BaseFilter),
		["s"] = setmetatable({			-- Appearances
			["npcID"] = -10032,
			["icon"] = "INTERFACE/ICONS/INV_SWORD_06",
			["description"] = "All appearances that you need are displayed here.",
			["priority"] = 2,
		}, app.BaseNPC),
		["mountID"] = setmetatable({	-- Mounts
			["filterID"] = 100,
			["description"] = "All mounts that you have not collected yet are displayed here.",
			["priority"] = 3,
		}, app.BaseFilter),
		["speciesID"] = setmetatable({	-- Battle Pets
			["filterID"] = 101,
			["icon"] = "INTERFACE/ICONS/ICON_PETFAMILY_CRITTER",
			["description"] = "All pets that you have not collected yet are displayed here.",
			["priority"] = 4,
		}, app.BaseFilter),
		["questID"] = setmetatable({	-- Quests
			["npcID"] = -9956,
			["icon"] = "INTERFACE/ICONS/ACHIEVEMENT_GENERAL_100KQUESTS",
			["description"] = "All quests that have objective or starting items that can be sold on the auction house are displayed here.",
			["priority"] = 5,
		}, app.BaseNPC),
		["recipeID"] = setmetatable({	-- Recipes
			["filterID"] = 200,
			["icon"] = "INTERFACE/ICONS/INV_SCROLL_06",
			["description"] = "All recipes that you have not collected yet are displayed here.",
			["priority"] = 6,
		}, app.BaseFilter),
		["itemID"] = {					-- General
			["text"] = "General",
			["icon"] = "INTERFACE/ICONS/INV_MISC_FROSTEMBLEM_01",
			["description"] = "Illusions, toys, and other items that can be used to earn collectible items are displayed here.",
			["priority"] = 7,
		},
		["reagentID"] = setmetatable({	-- Reagent
			["filterID"] = 56,
			["icon"] = "INTERFACE/ICONS/SPELL_FROST_FROZENCORE",
			["description"] = "All items that can be used to craft an item using a profession on your account.",
			["priority"] = 8,
		}, app.BaseFilter),
	};

	-- Display Test for Raw Data + Filtering
	for key, searchResults in pairs(searchResultsByKey) do
		local subdata = {};
		subdata.visible = true;
		if ObjectTypeMetas[key] then
			setmetatable(subdata, { __index = ObjectTypeMetas[key] });
		else
			subdata.description = "Container for '" .. key .. "' object types.";
			subdata.text = key;
		end
		subdata.g = {};
		for i,j in pairs(searchResults) do
			table.insert(subdata.g, j);
		end
		table.insert(window.data.g, subdata);
	end
	table.sort(window.data.g, function(a, b)
		return (b.priority or 0) > (a.priority or 0);
	end);
	BuildGroups(window.data, window.data.g);
	UpdateGroups(window.data, window.data.g);
	window:Show();
	window:Update();
end

app.StartAuctionScan = function()
	auctionFrame:RegisterEvent("REPLICATE_ITEM_LIST_UPDATE");
	C_AuctionHouse_ReplicateItems();
end

app.AuctionScan = function()
	AllTheThingsAuctionData = {};
	local items = {};
	local auctionItems = C_AuctionHouse_GetNumReplicateItems();
	for i=0,auctionItems-1 do
		local itemLink;
		local count, _, _, _, _, _, _, price, _, _, _, _, _, _, itemID, status = select(3, C_AuctionHouse_GetReplicateItemInfo(i));
		if price and itemID and status then
			itemLink = C_AuctionHouse_GetReplicateItemLink(i);
			if itemLink then
				AllTheThingsAuctionData[itemID] = { itemLink = itemLink, count = count, price = (price/count) };
			end
		else
			local item = Item:CreateFromItemID(itemID);
			items[item] = true;

			item:ContinueOnItemLoad(function()
				count, _, _, _, _, _, _, price, _, _, _, _, _, _, itemID, status = select(3, C_AuctionHouse_GetReplicateItemInfo(i));
				items[item] = nil;
				if itemID and status then
					itemLink = C_AuctionHouse_GetReplicateItemLink(i);
					if itemLink then
						AllTheThingsAuctionData[itemID] = { itemLink = itemLink, count = count, price = (price/count) };
					end
				end
				if not next(items) then
					items = {};
				end
			end);
		end
	end
	if not next(items) then
		items = {};
	end
	print(L["TITLE"] .. ": Successfully scanned " .. auctionItems .. " item(s).");
	StartCoroutine("ProcessAuctionData", ProcessAuctionData, 1);
end

app.OpenAuctionModule = function(self)
	if IsAddOnLoaded("TradeSkillMaster") then -- Why, TradeSkillMaster, why are you like this?
		C_Timer.After(2, function() end);
	end
	if app.Blizzard_AuctionHouseUILoaded then
		if not AllTheThingsAuctionConfig then AllTheThingsAuctionConfig = {} end

		-- Create the Auction Tab for ATT.
		local tabID = AuctionHouseFrame.numTabs+1;
		local button = CreateFrame("Button", "AuctionHouseFrameTab"..tabID, AuctionHouseFrame, "AuctionHouseFrameDisplayModeTabTemplate");
		button:SetID(tabID);
		button:SetText(L["AUCTION_TAB"]);
		button:SetNormalFontObject(GameFontHighlightSmall);
		button:SetPoint("LEFT", AuctionHouseFrame.Tabs[tabID-1], "RIGHT", -15, 0);
		tinsert(AuctionHouseFrame.Tabs, button);

		PanelTemplates_SetNumTabs (AuctionHouseFrame, tabID);
		PanelTemplates_EnableTab  (AuctionHouseFrame, tabID);

		-- Garbage collect the function after this is executed.
		app.OpenAuctionModule = function() end;
		app.AuctionModuleTabID = tabID;

		-- Create the movable Auction Data window.
		window = app:GetWindow("AuctionData", AuctionHouseFrame, function(self)
			if not self.initialized then
				self.shouldFullRefresh = false;
				self.initialized = true;
				self.data = {
					["text"] = "Auction Module",
					["visible"] = true,
					["back"] = 1,
					["icon"] = "INTERFACE/ICONS/INV_Misc_Coin_01",
					["description"] = "This is a debug window for all of the auction data that was returned. Turn on 'Account Mode' to show items usable on any character on your account!",
					["options"] = {
						{
							["text"] = "Wipe Scan Data",
							["icon"] = "INTERFACE/ICONS/INV_FIRSTAID_SUN-BLEACHED LINEN",
							["description"] = "Click this button to wipe out all of the previous scan data.",
							["visible"] = true,
							["priority"] = -4,
							["OnClick"] = function()
								if AllTheThingsAuctionData then
									local window = app:GetWindow("AuctionData");
									wipe(AllTheThingsAuctionData);
									wipe(window.data.g);
									for i,option in ipairs(window.data.options) do
										table.insert(window.data.g, option);
									end
									window:Update();
								end
							end,
							['OnUpdate'] = function(data)
								local window = app:GetWindow("AuctionData");
								data.visible = #window.data.g > #window.data.options;
							end,
						},
						{
							["text"] = "Scan or Load Last Save",
							["icon"] = "INTERFACE/ICONS/INV_DARKMOON_EYE",
							["description"] = "Click this button to perform a full scan of the auction house or load the last scan conducted within 15 minutes. The game may or may not freeze depending on the size of your auction house.\n\nData should populate automatically.",
							["visible"] = true,
							["priority"] = -3,
							["OnClick"] = function()
								if AucAdvanced and AucAdvanced.API then AucAdvanced.API.CompatibilityMode(1, ""); end
								if AllTheThingsAuctionConfig then
									if AllTheThingsAuctionConfig.LastScan == nil or (AllTheThingsAuctionConfig.LastScan+900)-time() <= 0 then -- Never scanned or player waited longer than the 15-min throttle
										AllTheThingsAuctionConfig.LastScan = time();
										app.StartAuctionScan();
									else
										app.print(": Throttled scan! Please wait " .. RoundNumber(((AllTheThingsAuctionConfig.LastScan+900)-time()), 0) .. " before running another. Loading last save instead...");
										StartCoroutine("ProcessAuctionData", ProcessAuctionData, 1);
									end
								end
							end,
							['OnUpdate'] = function(data)
								data.visible = true;
							end,
						},
						{
							["text"] = "Toggle Debug Mode",
							["icon"] = "INTERFACE/ICONS/INV_MISC_WRENCH_02",
							["description"] = "Click this button to toggle debug mode to show everything regardless of filters!",
							["visible"] = true,
							["priority"] = -2,
							["OnClick"] = function()
								app.Settings:ToggleDebugMode();
							end,
							['OnUpdate'] = function(data)
								data.visible = true;
								if app.Settings:Get("DebugMode") then
									-- Novaplane made me do it
									data.trackable = true;
									data.saved = true;
								else
									data.trackable = nil;
									data.saved = nil;
								end
							end,
						},
						{
							["text"] = "Toggle Account Mode",
							["icon"] = "INTERFACE/ICONS/ACHIEVEMENT_GUILDPERK_HAVEGROUP WILLTRAVEL",
							["description"] = "Turn this setting on if you want to track all of the Things for all of your characters regardless of class and race filters.\n\nUnobtainable filters still apply.",
							["visible"] = true,
							["priority"] = -1,
							["OnClick"] = function()
								app.Settings:ToggleAccountMode();
							end,
							['OnUpdate'] = function(data)
								data.visible = true;
								if app.Settings:Get("AccountMode") then
									data.trackable = true;
									data.saved = true;
								else
									data.trackable = nil;
									data.saved = nil;
								end
							end,
						},
						{
							["text"] = "Toggle Unobtainable Items",
							["icon"] = "INTERFACE/ICONS/SPELL_BROKENHEART",
							["description"] = "Click this button to see currently unobtainable items in the auction data.",
							["visible"] = true,
							["priority"] = 0,
							["OnClick"] = function()
								local val = app.GetDataMember("UnobtainableItemFilters")
								if val[7] then val[7] = false else val[7] = true end
								for k,v in ipairs(L["UNOBTAINABLE_ITEM_REASONS"]) do
									if v[1] == 1 or v[1] == 2 or v[1] == 3 then
										if k == 7 then -- Do nothing for id 7
										elseif val[k] then val[k] = not val[k] else val[k] = true end
									end
								end
								app.Settings:Refresh();
								app:RefreshData();
							end,
							['OnUpdate'] = function(data)
								data.visible = true;
								local val = app.GetDataMember("UnobtainableItemFilters");
								if val[7] then
									data.trackable = true;
									data.saved = true;
								else
									data.trackable = nil;
									data.saved = nil;
								end
							end,
						},
					},
					["g"] = {}
				};
				for i,option in ipairs(self.data.options) do
					table.insert(self.data.g, option);
				end
			end

			-- Update the window and all of its row data
			self.data.progress = 0;
			self.data.total = 0;
			self.data.indent = 0;
			self.data.back = 1;
			BuildGroups(self.data, self.data.g);
			UpdateGroups(self.data, self.data.g);
			for i,option in ipairs(self.data.options) do
				if option.OnUpdate then
					option.OnUpdate(option);
				end
			end
			self.data.visible = true;
			self:BaseUpdate(true);
		end);
		auctionFrame:SetScript("OnEvent", function(self, e, ...)
			if e == "REPLICATE_ITEM_LIST_UPDATE" then
				self:UnregisterEvent("REPLICATE_ITEM_LIST_UPDATE");
				app.AuctionScan();
			end
		end);
		window:SetPoint("TOPLEFT", AuctionHouseFrame, "TOPRIGHT", 0, -10);
		window:SetPoint("BOTTOMLEFT", AuctionHouseFrame, "BOTTOMRIGHT", 0, 10);
		window:Hide();

		-- Cache some functions to make them faster
		local _GetAuctionItemInfo, _GetAuctionItemLink = GetAuctionItemInfo, GetAuctionItemLink;
		local origSideDressUpFrameHide, origSideDressUpFrameShow = SideDressUpFrame.Hide, SideDressUpFrame.Show;
		SideDressUpFrame.Hide = function(...)
			origSideDressUpFrameHide(...);
			window:ClearAllPoints();
			window:SetPoint("TOPLEFT", AuctionHouseFrame, "TOPRIGHT", 0, -10);
			window:SetPoint("BOTTOMLEFT", AuctionHouseFrame, "BOTTOMRIGHT", 0, 10);
		end
		SideDressUpFrame.Show = function(...)
			origSideDressUpFrameShow(...);
			window:ClearAllPoints();
			window:SetPoint("LEFT", SideDressUpFrame, "RIGHT", 0, 0);
			window:SetPoint("TOP", AuctionHouseFrame, "TOP", 0, -10);
			window:SetPoint("BOTTOM", AuctionHouseFrame, "BOTTOM", 0, 10);
		end

		button:SetScript("OnClick", function(self) -- This is the "ATT" button at the bottom of the auction house frame
			if self:GetID() == tabID then
				window:Show();
			end
		end);
	end
end

-- Slash Command List
SLASH_AllTheThings1 = "/allthethings";
SLASH_AllTheThings2 = "/things";
SLASH_AllTheThings3 = "/att";
SlashCmdList["AllTheThings"] = function(cmd)
	if cmd then
		cmd = string.lower(cmd);
		if cmd == "" or cmd == "main" or cmd == "mainlist" then
			app.ToggleMainList();
			return true;
		elseif cmd == "bounty" then
			app:GetWindow("Bounty"):Toggle();
			return true;
		elseif cmd == "ra" then
			app:GetWindow("RaidAssistant"):Toggle();
			return true;
		elseif cmd == "ran" or cmd == "rand" or cmd == "random" then
			app:GetWindow("Random"):Toggle();
			return true;
		elseif cmd == "wq" then
			app:GetWindow("WorldQuests"):Toggle();
			return true;
		elseif cmd == "unsorted" then
			app:GetWindow("Unsorted"):Toggle();
			return true;
		elseif cmd == "harvest12345" then
			StartCoroutine("Harvesting", function()
				print("Harvesting...");
				local totalItems = 200000;
				local itemsPerYield = 25;
				local count = 0;
				local retries = 0;
				local counts = {};
				local items = GetDataMember("ItemDB", {});
				for itemID=1,totalItems do
					table.insert(counts, {itemID=itemID,retries=0});
				end
				local slots = {
					["INVTYPE_AMMO"] = INVSLOT_AMMO;
					["INVTYPE_HEAD"] = INVSLOT_HEAD;
					["INVTYPE_NECK"] = INVSLOT_NECK;
					["INVTYPE_SHOULDER"] = INVSLOT_SHOULDER;
					["INVTYPE_BODY"] = INVSLOT_BODY;
					["INVTYPE_CHEST"] = INVSLOT_CHEST;
					["INVTYPE_ROBE"] = INVSLOT_CHEST;
					["INVTYPE_WAIST"] = INVSLOT_WAIST;
					["INVTYPE_LEGS"] = INVSLOT_LEGS;
					["INVTYPE_FEET"] = INVSLOT_FEET;
					["INVTYPE_WRIST"] = INVSLOT_WRIST;
					["INVTYPE_HAND"] = INVSLOT_HAND;
					["INVTYPE_FINGER"] = INVSLOT_FINGER1;
					["INVTYPE_TRINKET"] = INVSLOT_TRINKET1;
					["INVTYPE_CLOAK"] = INVSLOT_BACK;
					["INVTYPE_WEAPON"] = INVSLOT_MAINHAND;
					["INVTYPE_SHIELD"] = INVSLOT_OFFHAND;
					["INVTYPE_2HWEAPON"] = INVSLOT_MAINHAND;
					["INVTYPE_WEAPONMAINHAND"] = INVSLOT_MAINHAND;
					["INVTYPE_WEAPONOFFHAND"] = INVSLOT_OFFHAND;
					["INVTYPE_HOLDABLE"] = INVSLOT_OFFHAND;
					["INVTYPE_RANGED"] = INVSLOT_RANGED;
					["INVTYPE_THROWN"] = INVSLOT_RANGED;
					["INVTYPE_RANGEDRIGHT"] = INVSLOT_RANGED;
					["INVTYPE_RELIC"] = INVSLOT_RANGED;
					["INVTYPE_TABARD"] = INVSLOT_TABARD;
					["INVTYPE_BAG"] = CONTAINER_BAG_OFFSET;
					["INVTYPE_QUIVER"] = CONTAINER_BAG_OFFSET;
				};
				while #counts > 0 do
					for i=math.min(#counts,itemsPerYield),1,-1 do
						local o = counts[i];
						local itemID = o.itemID;
						local _, itemType, itemSubType, itemEquipLoc, icon, itemClassID, itemSubClassID = GetItemInfoInstant(itemID);
						if itemType then
							local info = {};
							info.itemID = itemID;
							if itemClassID then info.class = itemClassID; end
							if itemSubClassID then info.subclass = itemSubClassID; end
							if itemEquipLoc then info.inventoryType = slots[itemEquipLoc]; end

							-- Extra information
							local itemName, itemLink, itemRarity, itemLevel, itemMinLevel, itemType, itemSubType, itemStackCount, itemEquipLoc, itemIcon, itemSellPrice, itemClassID, itemSubClassID, bindType, expacID, itemSetID, isCraftingReagent = GetItemInfo(itemID);
							local spellName, spellID = GetItemSpell(itemID);
							if itemName then
								info.name = itemName;
								if expacID then info.expacID = expacID; end
								if itemMinLevel then info.lvl = itemMinLevel; end
								if itemRarity then info.q = itemRarity; end
								if itemLevel then info.ilvl = itemLevel; end
								if bindType then info.b = bindType; end
								if spellID then info.spellID = spellID; end
								items[itemID] = info;
								print("Added item ", itemID, itemName);
								o.retries = o.retries + 100;
							else
								o.retries = o.retries + 1;
							end
						else
							o.retries = o.retries + 1;
						end
						if o.retries > 5 then
							table.remove(counts, i);
						end
					end
					print((totalItems - #counts) .. " / " .. totalItems);
					coroutine.yield();
				end
				print("Harvest Done.");
			end);
			return true;
		elseif strsub(cmd, 1, 4) == "mini" then
			app:ToggleMiniListForCurrentZone();
			return true;
		else
			if strsub(cmd, 1, 6) == "mapid:" then
				app:GetWindow("CurrentInstance"):SetMapID(tonumber(strsub(cmd, 7)));
				return true;
			end
		end

		-- Search for the Link in the database
		local group = GetCachedSearchResults(cmd, SearchForLink, cmd);
		-- make sure it's 'something' returned from the search before throwing it into a window
		if group and (group.link or group.name or group.text or group.key) then
			app:CreateMiniListForGroup(group);
			return true;
		end
		app.print("Unknown Command: ", cmd);
	else
		-- Default command
		app.ToggleMainList();
	end
end

SLASH_AllTheThingsBOUNTY1 = "/attbounty";
SlashCmdList["AllTheThingsBOUNTY"] = function(cmd)
	app:GetWindow("Bounty"):Toggle();
end

SLASH_AllTheThingsHARVESTER1 = "/attharvest";
SLASH_AllTheThingsHARVESTER2 = "/attharvester";
SlashCmdList["AllTheThingsHARVESTER"] = function(cmd)
	app:GetWindow("Harvester"):Toggle();
end

SLASH_AllTheThingsMAPS1 = "/attmaps";
SlashCmdList["AllTheThingsMAPS"] = function(cmd)
	app:GetWindow("CosmicInfuser"):Toggle();
end

SLASH_AllTheThingsMINI1 = "/attmini";
SLASH_AllTheThingsMINI2 = "/attminilist";
SlashCmdList["AllTheThingsMINI"] = function(cmd)
	app:ToggleMiniListForCurrentZone();
end

SLASH_AllTheThingsRA1 = "/attra";
SLASH_AllTheThingsRA2 = "/attraid";
SlashCmdList["AllTheThingsRA"] = function(cmd)
	app:GetWindow("RaidAssistant"):Toggle();
end

SLASH_AllTheThingsRAN1 = "/attran";
SLASH_AllTheThingsRAN2 = "/attrandom";
SlashCmdList["AllTheThingsRAN"] = function(cmd)
	app:GetWindow("Random"):Toggle();
end

SLASH_AllTheThingsU1 = "/attu";
SLASH_AllTheThingsU2 = "/attyou";
SLASH_AllTheThingsU3 = "/attwho";
SlashCmdList["AllTheThingsU"] = function(cmd)
	local name,server = UnitName("target");
	if name then SendResponseMessage("?", server and (name .. "-" .. server) or name); end
end

SLASH_AllTheThingsWQ1 = "/attwq";
SlashCmdList["AllTheThingsWQ"] = function(cmd)
	app:GetWindow("WorldQuests"):Toggle();
end

-- Register Events required at the start
app:RegisterEvent("ACHIEVEMENT_EARNED");
app:RegisterEvent("ADDON_LOADED");
app:RegisterEvent("BOSS_KILL");
app:RegisterEvent("CHAT_MSG_ADDON");
app:RegisterEvent("PLAYER_LOGIN");
app:RegisterEvent("VARIABLES_LOADED");
app:RegisterEvent("COMPANION_LEARNED");
app:RegisterEvent("COMPANION_UNLEARNED");
app:RegisterEvent("NEW_PET_ADDED");
app:RegisterEvent("PET_JOURNAL_PET_DELETED");
app:RegisterEvent("PLAYER_DIFFICULTY_CHANGED");
app:RegisterEvent("TRANSMOG_COLLECTION_SOURCE_ADDED");
app:RegisterEvent("TRANSMOG_COLLECTION_SOURCE_REMOVED");
app:RegisterEvent("PET_BATTLE_OPENING_START")
app:RegisterEvent("PET_BATTLE_CLOSE")
app:RegisterEvent("ZONE_CHANGED_NEW_AREA");

-- Define Event Behaviours
app.events.ACHIEVEMENT_EARNED = function(achievementID)
	SetAchievementCollectionStatus(achievementID, 1)
end
app.events.ARTIFACT_UPDATE = function(...)
	local itemID = select(1, C_ArtifactUI.GetArtifactInfo());
	if itemID then
		local count = C_ArtifactUI.GetNumRelicSlots();
		if count and count > 0 then
			local actArtifactData = GetDataSubMember("ArtifactRelicItemLevels", itemID, {});
			local myArtifactData = GetTempDataSubMember("ArtifactRelicItemLevels", itemID, {});
			for relicSlotIndex=1,count,1 do
				local name, relicItemID, relicType, relicLink = C_ArtifactUI.GetRelicInfo(relicSlotIndex);
				local artifactData = {
					["relicType"] = relicType,
					["iLvl"] = relicLink and select(1, GetDetailedItemLevelInfo(relicLink)) or 0,
				};
				myArtifactData[relicSlotIndex] = artifactData;
				local existingArtifactData = artifactData[relicSlotIndex];
				if not existingArtifactData then
					actArtifactData[relicSlotIndex] = artifactData;
				elseif existingArtifactData.iLvl < artifactData.iLvl then
					existingArtifactData.iLvl = artifactData.iLvl;
				end
			end
		end
	end
end
app.events.VARIABLES_LOADED = function()
	app.Version = GetAddOnMetadata("AllTheThings", "Version");
	AllTheThingsAD = _G["AllTheThingsAD"];	-- For account-wide data.
	if not AllTheThingsAD then
		AllTheThingsAD = { };
		_G["AllTheThingsAD"] = AllTheThingsAD;
	end

	-- Cache information about the player.
	local class, classID = UnitClassBase("player");
	local raceName, race, raceID = UnitRace("player");
	app.Class = class;
	app.ClassIndex = classID;
	app.Level = UnitLevel("player");
	local raceIndex = app.RaceDB[race];
	if type(raceIndex) == "table" then
		local factionGroup = UnitFactionGroup("player");
		raceIndex = raceIndex[factionGroup];
	end
	app.Race = race;
	app.RaceID = raceID;
	app.RaceIndex = raceIndex;
	local name, realm = UnitName("player");
	local _, id = GetClassInfo(classID);
	app.GUID = UnitGUID("player");
	app.Me = "|c" .. RAID_CLASS_COLORS[id].colorStr .. name .. "-" .. (realm or GetRealmName()) .. "|r";
	app.Faction = UnitFactionGroup("player");
	if app.Faction == "Horde" then
		app.FactionID = Enum.FlightPathFaction.Horde;
	elseif app.Faction == "Alliance" then
		app.FactionID = Enum.FlightPathFaction.Alliance;
	else
		-- Neutral Pandaren or... something else. Scourge? Neat.
		app.FactionID = 0;
	end

	-- Check to see if we have a leftover ItemDB cache
	GetDataMember("CollectedBuildings", {});
	GetDataMember("CollectedFactions", {});
	GetDataMember("CollectedFlightPaths", {});
	GetDataMember("CollectedFollowers", {});
	GetDataMember("CollectedQuests", {});
	GetDataMember("CollectedSpells", {});
	GetDataMember("CollectedTitles", {});
	GetDataMember("SeasonalFilters", {});
	GetDataMember("UnobtainableItemFilters", {});
	GetDataMember("ArtifactRelicItemLevels", {});

	-- Cache your character's lockouts.
	local lockouts = GetDataMember("lockouts", {});
	local myLockouts = GetTempDataMember("lockouts", lockouts[app.GUID]);
	if not myLockouts then
		myLockouts = {};
		lockouts[app.GUID] = myLockouts;
		SetTempDataMember("lockouts", myLockouts);
	end

	-- Cache your character's profession data.
	local recipes = GetDataMember("CollectedSpellsPerCharacter", {});
	local myRecipes = GetTempDataMember("CollectedSpells", recipes[app.GUID]);
	if not myRecipes then
		myRecipes = {};
		recipes[app.GUID] = myRecipes;
		SetTempDataMember("CollectedSpells", myRecipes);
	end

	-- Cache your character's faction data.
	local factions = GetDataMember("CollectedFactionsPerCharacter", {});
	local myfactions = GetTempDataMember("CollectedFactions", factions[app.GUID]);
	if not myfactions then
		myfactions = {};
		factions[app.GUID] = myfactions;
		SetTempDataMember("CollectedFactions", myfactions);
	end
	local factionBonusReps = GetDataMember("CollectedFactionBonusReputationPerCharacter", {});
	local myfactionBonusReps = GetTempDataMember("CollectedFactionBonusReputation", factionBonusReps[app.GUID]);
	if not myfactionBonusReps then
		myfactionBonusReps = {};
		factionBonusReps[app.GUID] = myfactionBonusReps;
		SetTempDataMember("CollectedFactionBonusReputation", myfactionBonusReps);
	end

	-- Cache your character's building data.
	local buildings = GetDataMember("CollectedBuildingsPerCharacter", {});
	local myBuildings = GetTempDataMember("CollectedBuildings", buildings[app.GUID]);
	if not myBuildings then
		myBuildings = {};
		buildings[app.GUID] = myBuildings;
		SetTempDataMember("CollectedBuildings", myBuildings);
	end

	-- Cache your character's flight path data.
	local flightPaths = GetDataMember("CollectedFlightPathsPerCharacter", {});
	local myFlightPaths = GetTempDataMember("CollectedFlightPaths", flightPaths[app.GUID]);
	if not myFlightPaths then
		myFlightPaths = {};
		flightPaths[app.GUID] = myFlightPaths;
		SetTempDataMember("CollectedFlightPaths", myFlightPaths);
	end

	-- Migrate Flight Path data to the new containers.
	if AllTheThingsAD.FlightPaths then
		for key,value in pairs(AllTheThingsAD.FlightPaths) do
			SetDataSubMember("CollectedFlightPaths", key, value);
		end
	end
	if AllTheThingsPCD and AllTheThingsPCD.FlightPaths then
		for key,value in pairs(AllTheThingsPCD.FlightPaths) do
			if value then
				myFlightPaths[key] = value;
				SetDataSubMember("CollectedFlightPaths", key, value);
			end
		end
	end

	-- Cache your character's follower data.
	local followers = GetDataMember("CollectedFollowersPerCharacter", {});
	local myFollowers = GetTempDataMember("CollectedFollowers", followers[app.GUID]);
	if not myFollowers then
		myFollowers = {};
		followers[app.GUID] = myFollowers;
		SetTempDataMember("CollectedFollowers", myFollowers);
	end

	-- Cache your character's title data.
	local titles = GetDataMember("CollectedTitlesPerCharacter", {});
	local myTitles = GetTempDataMember("CollectedTitles", titles[app.GUID]);
	if not myTitles then
		myTitles = {};
		titles[app.GUID] = myTitles;
		SetTempDataMember("CollectedTitles", myTitles);
	end

	-- GUID to Character Name cache
	local characters = GetDataMember("Characters", {});
	if not characters[app.GUID] or true then -- Temporary
		-- Convert old-style "ME" data entries to "GUID" entries.
		local nameF = name .. "%-" .. (realm or GetRealmName());
		local CleanData = function(t, t2)
			for key,data in pairs(t) do
				if string.match(key, nameF) then
					for id,state in pairs(data) do
						t2[id] = state;
					end
					t[key] = nil;
				elseif key ~= app.GUID then
					local isEmpty = true;
					for id,state in pairs(data) do
						isEmpty = false;
						break;
					end
					if isEmpty then
						t[key] = nil;
					end
				end
			end
		end
		CleanData(buildings, myBuildings);
		CleanData(factions, myfactions);
		CleanData(followers, myFollowers);
		CleanData(lockouts, myLockouts);
		CleanData(recipes, myRecipes);
		CleanData(titles, myTitles);
		characters[app.GUID] = app.Me;
	end

	-- Cache your character's artifact relic item level data.
	local artifactRelicItemLevels = GetDataMember("ArtifactRelicItemLevelsPerCharacter", {});
	local myArtifactRelicItemLevels = GetTempDataMember("ArtifactRelicItemLevels", artifactRelicItemLevels[app.GUID]);
	if not myArtifactRelicItemLevels then
		myArtifactRelicItemLevels = {};
		artifactRelicItemLevels[app.GUID] = myArtifactRelicItemLevels;
		SetTempDataMember("ArtifactRelicItemLevels", myArtifactRelicItemLevels);
	end

	-- Cache your character's azerite essence rank data.
	local azeriteEssenceRanks = GetDataMember("AzeriteEssenceRanksPerCharacter", {});
	local myAzeriteEssenceRanks = GetTempDataMember("AzeriteEssenceRanks", azeriteEssenceRanks[app.GUID]);
	if not myAzeriteEssenceRanks then
		myAzeriteEssenceRanks = {};
		azeriteEssenceRanks[app.GUID] = myAzeriteEssenceRanks;
		SetTempDataMember("AzeriteEssenceRanks", myAzeriteEssenceRanks);
	end

	-- Clean up settings
	local oldsettings = {};
	for i,key in ipairs({
		"ArtifactRelicItemLevelsPerCharacter",
		"ArtifactRelicItemLevels",
		"AzeriteEssenceRanksPerCharacter",
		"AzeriteEssenceRanks",
		"Categories",
		"Characters",
		"CollectedAchievements",
		"CollectedArtifacts",
		"CollectedBuildings",
		"CollectedBuildingsPerCharacter",
		"CollectedFactionBonusReputation",
		"CollectedFactions",
		"CollectedFactionsPerCharacter",
		"CollectedFollowers",
		"CollectedFollowersPerCharacter",
		"CollectedFlightPaths",
		"CollectedFlightPathsPerCharacter",
		"CollectedIllusions",
		"CollectedQuests",
		"CollectedQuestsPerCharacter",
		"CollectedSources",
		"CollectedSpells",
		"CollectedSpellsPerCharacter",
		"CollectedTitles",
		"CollectedTitlesPerCharacter",
		"CollectedToys",
		"CustomCollectibility",
		"FilterSeasonal",
		"FilterUnobtainableItems",
		"LockedWindows",
		"lockouts",
		"Position",
		"RandomSearchFilter",
		"Reagents",
		"RefreshedCollectionsAlready",
		"ToyCacheRebuilt",
		"SeasonalFilters",
		"Sets",
		"SourceSets",
		"UnobtainableItemFilters",
	}) do
		rawset(oldsettings, key, rawget(AllTheThingsAD, key));
	end
	wipe(AllTheThingsAD);
	for key,value in pairs(oldsettings) do
		rawset(AllTheThingsAD, key, value);
	end

	-- Init the Settings before working with data
	app.Settings:Initialize();

	-- Apply Locked Window Settings
	app:ApplyLockedWindows();

	-- Refresh Achievements
	RefreshAchievementCollection();

	-- Set the Current Map ID
	app.CurrentMapID = app.GetCurrentMapID();

	-- Attempt to register for the addon message prefix.
	C_ChatInfo.RegisterAddonMessagePrefix("ATT");

	local reagentCache = app.GetDataMember("Reagents", {});
	local rebuildReagents = 2;
	-- verify that reagent cache is of the correct format by checking a special key
	if not reagentCache[-1] or reagentCache[-1] < rebuildReagents then
		C_Timer.After(30, function() app.print("Reagent Cache is out-of-date and will be re-cached when opening your professions!"); end);
		wipe(reagentCache);
	end
	if reagentCache then
		reagentCache[-1] = rebuildReagents;
		local craftedItem = { {}, {[31890] = 1} };	-- Blessings Deck
		for i,itemID in ipairs({ 31882, 31889, 31888, 31885, 31884, 31887, 31886, 31883 }) do reagentCache[itemID] = craftedItem; end
		craftedItem = { {}, {[31907] = 1} };	-- Furies Deck
		for i,itemID in ipairs({ 31901, 31909, 31908, 31904, 31903, 31906, 31905, 31902 }) do reagentCache[itemID] = craftedItem; end
		craftedItem = { {}, {[31914] = 1} };	-- Lunacy Deck
		for i,itemID in ipairs({ 31910, 31918, 31917, 31913, 31912, 31916, 31915, 31911 }) do reagentCache[itemID] = craftedItem; end
		craftedItem = { {}, {[31891] = 1} };	-- Storms Deck
		for i,itemID in ipairs({ 31892, 31900, 31899, 31895, 31894, 31898, 31896, 31893 }) do reagentCache[itemID] = craftedItem; end
	end
	app:GetDataCache();

	Push(app, "WaitOnMountData", function()
		-- Detect how many pets there are. If 0, Blizzard isn't ready yet.
		-- OBSOLETE - commenting this out instead of removing it for now. If a player has both the 'Collected' and 'Not Collected' filters off
		-- 			  then this condition will always fail causing the main list to never render. There doesn't appear to be any value in doing this check anyway [Pr3vention]
		--if C_PetJournal.GetNumPets() < 1 then return true; end

		-- Detect how many mounts there are. If 0, Blizzard isn't ready yet.
		local counter = 300;
		local mountIDs = C_MountJournal.GetMountIDs();
		while counter > 0 and (not mountIDs or #mountIDs < 1) do
			counter = counter - 1;
			mountIDs = C_MountJournal.GetMountIDs();
		end

		-- Harvest the Spell IDs for Conversion.
		app:UnregisterEvent("PET_JOURNAL_LIST_UPDATE");

		-- Cache your character's quest data.
		local quests = GetDataMember("CollectedQuestsPerCharacter", {});
		local myQuests = GetTempDataMember("CollectedQuests", quests[app.GUID]);
		if not myQuests then
			myQuests = {};
			quests[app.GUID] = myQuests;
			SetTempDataMember("CollectedQuests", myQuests);
		end

		-- Cache some collection states for account wide quests that aren't actually account wide. (Allied Races)
		-- achievement collection state isn't readily available when VARIABLES_LOADED fires, so we do it here to ensure we get a valid state for matching
		for i,achievementQuests in ipairs({
			{ 12453, { 49973, 49613, 49354, 49614 } },	-- Allied Races: Nightborne
			{ 12517, { 53466, 53467, 53354, 53353, 53355, 52942, 52943, 52945, 52955, 51479 } },	-- Allied Races: Mag'har
			{ 13156, { 53831, 53823, 53824, 54419, 53826, 54301, 54925, 54300, 53825, 53827, 53828, 54031, 54033, 54032, 54034, 53830, 53719 } },	-- Allied Races: Zandalari Troll
			{ 12452, { 48066, 48067, 49756, 48079, 41884, 41764, 48185, 41799, 48190, 41800, 48434, 41815, 41840, 41882, 41841, 48403, 48433 } },	-- Allied Races: Highmountain Tauren
			{ 12450, { 49787, 48962 } },	-- Allied Races: Void Elf
			{ 12516, { 51813, 53351, 53342, 53352, 51474, 53566 } },	-- Allied Races: Dark Iron Dwarf
			{ 12451, { 49698, 49266, 50071 } },	-- Allied Races: Lightforged Draenei
			{ 13157, { 54706, 55039, 55043, 54708, 54721, 54723, 54725, 54726, 54727, 54728, 54730, 54731, 54729, 54732, 55136, 54733, 54734, 54735, 54851, 53720 } },	-- Allied Races: Kul Tiran
			{ 14012, { 58214, 57486, 57487, 57488, 57490, 57491, 57492, 57493, 57494, 57496, 57495, 57497 } },	-- Allied Races: Mechagnome
			{ 13207, { 53870, 53889, 53890, 53891, 53892, 53893, 53894, 53895, 53897, 53898, 54026, 53899, 58087, 53901, 53900, 53902, 54027, 53903, 53904, 53905, 54036, 53906, 53907, 53908, 57448 } },	-- Allied Races: Vulpera
			-- Garrison Shipyard Equipment Blueprints
			{ 10372, { 38932 } }, -- Equipment Blueprint: Bilge Pump
			{ 10373, { 39366 } }, -- Equipment Blueprint: Felsmoke Launchers
			{ 10374, { 39356 } }, -- Equipment Blueprint: High Intensity Fog Lights
			{ 10375, { 39365 } }, -- Equipment Blueprint: Ghostly Spyglass
			{ 10376, { 39364 } }, -- Equipment Blueprint: Gyroscopic Internal Stabilizer
			{ 10377, { 39363 } }, -- Equipment Blueprint: Ice Cutter
			{ 10378, { 39355 } }, -- Equipment Blueprint: Trained Shark Tank
			{ 10379, { 39360 } }, -- Equipment Blueprint: True Iron Rudder
			-- stupid pet tamer breadcrumbs that are once per account (there may be more breadcrumbs for the questline that need to be added here)
			{ 6603, { 32008 } },	-- Taming Eastern Kingdoms / Audrey Burnhep (A)
			{ 6602, { 32009 } },	-- Taming Kalimdor / Varzok (H)
		}) do
			-- If you completed the achievement, then mark the associated quests.
			if select(4, GetAchievementInfo(achievementQuests[1])) then
				for j,questID in ipairs(achievementQuests[2]) do
					rawset(CompletedQuests, questID, 2);
					if not myQuests[questID] then
						myQuests[questID] = 2;
						quests[questID] = 1;
					end
				end
			end
		end
		-- Cache some collection states for account wide quests that aren't actually account wide. (Secrets)
		for i,appearanceQuests in ipairs({
			{ 98614, { 52829, 52830, 52831, 52898, 52899, 52900, 52901, 52902, 52903, 52904, 52905, 52906, 52907, 52908, 52909, 52910, 52911, 52912, 52913, 52914, 52915, 52916, 52917, 52918, 52919, 52920, 52921, 52922, 52822, 52823, 52824, 52826} },	-- Waist of Time
		}) do
			-- If you have the appearance, then mark the associated quests.
			local SourceInfo = C_TransmogCollection_GetSourceInfo(appearanceQuests[1]);
			if SourceInfo.isCollected then
				for j,questID in ipairs(appearanceQuests[2]) do
					rawset(CompletedQuests, questID, 2);
					if not myQuests[questID] then
						myQuests[questID] = 2;
						quests[questID] = 1;
					end
				end
			end
		end

		-- Mark all previously completed quests.
		GetQuestsCompleted(CompletedQuests);
		wipe(DirtyQuests);
		app:RegisterEvent("QUEST_LOG_UPDATE");
		app:RegisterEvent("QUEST_TURNED_IN");
		app:RegisterEvent("QUEST_ACCEPTED");
		RefreshSaves();

		app.CacheFlightPathData();
		app:RegisterEvent("HEIRLOOMS_UPDATED");
		app:RegisterEvent("ARTIFACT_UPDATE");
		app:RegisterEvent("TOYS_UPDATED");

		local needRefresh;
		-- Rebuild toy collection. This should only happen once to fix toy collection states from a bug prior 14.January.2020
		local toyCacheRebuilt = GetDataMember("ToyCacheRebuilt");
		if not toyCacheRebuilt then
			SetDataMember("ToyCacheRebuilt", true);
			wipe(GetDataMember("CollectedToys", {}));
			needRefresh = true;
		end

		-- NOTE: The auto refresh only happens once per version
		if not app.autoRefreshedCollections then
			app.autoRefreshedCollections = true;
			local lastTime = GetDataMember("RefreshedCollectionsAlready");
			if not lastTime or (lastTime ~= app.Version) then
				SetDataMember("RefreshedCollectionsAlready", app.Version);
				wipe(GetDataMember("CollectedSources", {}));	-- This option causes a caching issue, so we have to purge the Source ID data cache.
				needRefresh = true;
			end
		end

		-- do one-time per character custom visibility check(s)
		-- Exile's Reach (New Player Experience)
		app.SetCustomCollectibility("NPE", function(cc)
			-- character is not checked
			if cc == nil then
				-- print("first check");
				-- check if the current MapID is in Exile's Reach
				local maps = { 1409, 1609, 1610, 1611, 1726, 1727 };
				while not app.CurrentMapID do
					app.CurrentMapID = app.GetCurrentMapID();
				end
				-- print("map check",app.CurrentMapID);
				-- this is an NPE character, so flag the GUID
				if contains(maps, app.CurrentMapID) then
					-- print("on map");
					return true;
				-- if character has completed the first NPE quest
				elseif ((IsQuestFlaggedCompleted(56775) or IsQuestFlaggedCompleted(59926))
						-- but not finished the NPE chain
						and not (IsQuestFlaggedCompleted(60359) or IsQuestFlaggedCompleted(58911))) then
					-- print("incomplete NPE chain");
					return true;
				end
				-- otherwise character is not NPE
				return false;
			-- character has previously been flagged
			elseif cc then
				-- finished the NPE chain
				if IsQuestFlaggedCompleted(60359) or IsQuestFlaggedCompleted(58911) then
					-- print("complete NPE chain");
					return false;
				end
			end
			return cc;
		end);
		-- Shadowlands Skip
		app.SetCustomCollectibility("SL_SKIP", function(cc)
			-- character is not checked
			if cc == nil then
				-- print("first check of SL_SKIP");
				-- check if quest #62713 is completed. appears to be a HQT concerning whether the character has chosen to skip the SL Storyline
				cc = IsQuestFlaggedCompleted(62713);
			elseif not cc then
				-- check if quest #62713 is completed. appears to be a HQT concerning whether the character has chosen to skip the SL Storyline
				cc = IsQuestFlaggedCompleted(62713);
			end
			-- no apparent way to revert this choice, so no logic to revert the CC value
			-- print("isSkip",cc);
			return cc;
		end);

		-- finally can say the app is ready
		-- even though RefreshData starts a coroutine, this failed to get set one time when called after the coroutine started...
		app.IsReady = true;
		-- print("ATT is Ready!");

		if needRefresh then
			-- collection refresh includes data refresh
			RefreshCollections();
		else
			app:RefreshData(false);
		end

		-- fire a late location trigger to make sure the minilist syncs to the current zone
		-- so that addon-loading doesn't interfere with map info
		C_Timer.After(2, app.LocationTrigger);
	end);
end
app.events.PLAYER_LOGIN = function()
	app:UnregisterEvent("PLAYER_LOGIN");
	LibStub:GetLibrary("LibDataBroker-1.1"):NewDataObject(L["TITLE"], {
		type = "launcher",
		icon = "Interface\\Addons\\AllTheThings\\assets\\logo_32x32",
		OnClick = MinimapButtonOnClick,
		OnEnter = MinimapButtonOnEnter,
		OnLeave = MinimapButtonOnLeave,
	});
end
app.events.ADDON_LOADED = function(addonName)
	if addonName == "Blizzard_AuctionHouseUI" then
		app.Blizzard_AuctionHouseUILoaded = true;
		app:UnregisterEvent("ADDON_LOADED");
		if app.Settings:GetTooltipSetting("Auto:AH") then
			app:OpenAuctionModule();
		end
	elseif addonName == "Blizzard_AchievementUI" then
		RefreshAchievementCollection()
		app:RefreshData(false, true);
	end
end
app.events.CHAT_MSG_ADDON = function(prefix, text, channel, sender, target, zoneChannelID, localID, name, instanceID)
	if prefix == "ATT" then
		--print(prefix, text, channel, sender, target, zoneChannelID, localID, name, instanceID)
		local args = { strsplit("\t", text) };
		local cmd = args[1];
		if cmd then
			local a = args[2];
			if cmd == "?" then		-- Query Request
				local response;
				if a then
					b = tonumber(b);
					if a == "s" then
						response = "s";
						for i=3,#args,1 do
							local b = tonumber(args[i]);
							response = response .. "\t" .. b .. "\t" .. (GetDataSubMember("CollectedSources", b) or 0);
						end
					elseif a == "q" then
						response = "q";
						for i=3,#args,1 do
							local b = tonumber(args[i]);
							response = response .. "\t" .. b .. "\t" .. (IsQuestFlaggedCompleted(b) and 1 or 0);
						end
					elseif a == "a" then
						response = "a";
						for i=3,#args,1 do
							local b = tonumber(args[i]);
							response = response .. "\t" .. b .. "\t" .. (select(app.AchievementFilter, GetAchievementInfo(b)) and 1 or 0);
						end
					end
				else
					local data = app:GetWindow("Prime").data;
					response = "ATT\t" .. (data.progress or 0) .. "\t" .. (data.total or 0) .. "\t" .. app.Settings:GetShortModeString();
				end
				if response then SendResponseMessage("!\t" .. response, sender); end
			elseif cmd == "!" then	-- Query Response
				if a == "ATT" then
					print(sender .. ": " .. GetProgressColorText(tonumber(args[3]), tonumber(args[4])) .. " " .. args[5]);
				else
					local response;
					if a == "s" then
						response = " ";
						for i=3,#args,2 do
							local b = tonumber(args[i]);
							local c = tonumber(args[i + 1]);
							response = response .. b .. ": " .. GetCollectionIcon(c) .. " - ";
						end
					elseif a == "q" then
						response = " ";
						for i=3,#args,2 do
							local b = tonumber(args[i]);
							local c = tonumber(args[i + 1]);
							response = response .. b .. ": " .. GetCompletionIcon(c == 1) .. " - ";
						end
					elseif a == "a" then
						response = " ";
						for i=3,#args,2 do
							local b = tonumber(args[i]);
							local c = tonumber(args[i + 1]);
							response = response .. b .. ": " .. GetCompletionIcon(c == 1) .. " - ";
						end
					end
					if response then print(response .. sender); end
				end
			elseif cmd == "to" then	-- To Command
				local myName = UnitName("player");
				local name,server = strsplit("-", a);
				if myName == name and (not server or GetRealmName() == server) then
					app.events.CHAT_MSG_ADDON(prefix, strsub(text, 5 + strlen(a)), "WHISPER", sender);
				end
			end
		end
	end
end
app.events.PLAYER_LEVEL_UP = function(newLevel)
	RefreshQuestCompletionState()
	app.Level = newLevel;
	app:UpdateWindows();
	app.Settings:Refresh();
end
app.events.BOSS_KILL = function(id, name, ...)
	RefreshQuestCompletionState()
	-- This is so that when you kill a boss, you can trigger
	-- an automatic update of your saved instance cache.
	-- (It does lag a little, but you can disable this if you want.)
	-- Waiting until the LOOT_CLOSED occurs will prevent the failed Auto Loot bug.
	-- print("BOSS_KILL", id, name, ...);
	app:UnregisterEvent("LOOT_CLOSED");
	app:RegisterEvent("LOOT_CLOSED");
end
app.events.LOOT_CLOSED = function()
	-- Once the loot window closes after killing a boss, THEN trigger the update.
	app:UnregisterEvent("LOOT_CLOSED");
	app:UnregisterEvent("UPDATE_INSTANCE_INFO");
	app:RegisterEvent("UPDATE_INSTANCE_INFO");
	RequestRaidInfo();
end
app.events.ZONE_CHANGED_NEW_AREA = function()
	RefreshQuestCompletionState()
	app.CurrentMapID = app.GetCurrentMapID();
end
app.events.UPDATE_INSTANCE_INFO = function()
	-- We got new information, not refresh the saves. :D
	app:UnregisterEvent("UPDATE_INSTANCE_INFO");
	RefreshSaves();
end
app.events.COMPANION_LEARNED = function(...)
	--print("COMPANION_LEARNED", ...);
	RefreshMountCollection();
end
app.events.COMPANION_UNLEARNED = function(...)
	--print("COMPANION_UNLEARNED", ...);
	RefreshMountCollection();
end
app.events.HEIRLOOMS_UPDATED = function(itemID, kind, ...)
	RefreshQuestCompletionState()
	if itemID then
		app:RefreshData(false, true);
		app:PlayFanfare();
		wipe(searchCache);

		if app.Settings:GetTooltipSetting("Report:Collected") then
			local name, link = GetItemInfo(itemID);
			if link then print(format(L["ITEM_ID_ADDED_RANK"], link, itemID, (select(5, C_Heirloom.GetHeirloomInfo(itemID)) or 1))); end
		end
	end
end
app.events.QUEST_TURNED_IN = function(questID)
	RefreshQuestCompletionState(questID)
end
app.events.QUEST_LOG_UPDATE = function()
	RefreshQuestCompletionState()
end
app.events.QUEST_ACCEPTED = function(questID)
	if questID then		
		local logIndex = C_QuestLog.GetLogIndexForQuestID(questID);
		local freq;
		if logIndex then
			info = C_QuestLog.GetInfo(logIndex);
			if info then
				if info.frequency == 1 then
					freq = " (D)";
				elseif info.frequency == 2 then
					freq = " (W)";
				end
			end
		end
		PrintQuestInfo(questID, 1, freq);
	end
end
app.events.PET_BATTLE_OPENING_START = function(...)
	local mini = app:GetWindow("CurrentInstance");
	local main = app:GetWindow("Prime");
	if mini:IsVisible() then
		mini:Toggle();
		app.miniVis = true;
	end
	if main:IsVisible() then
		main:Toggle();
		app.mainVis = true;
	end
end
-- this fires twice when pet battle ends
app.events.PET_BATTLE_CLOSE = function(...)
	if app.miniVis then
		C_Timer.After(1, app.ToggleMiniListForCurrentZone);
		app.miniVis = false;
	end
	if app.mainVis then
		app:ToggleMainList();
		app.mainVis = false;
	end
end
app.events.PLAYER_DIFFICULTY_CHANGED = function()
	wipe(searchCache);
end
app.events.TOYS_UPDATED = function(itemID, new)
	if itemID and PlayerHasToy(itemID) and not GetDataSubMember("CollectedToys", itemID) then
		SetDataSubMember("CollectedToys", itemID, true);
		app:RefreshData(false, true);
		app:PlayFanfare();
		wipe(searchCache);

		if app.Settings:GetTooltipSetting("Report:Collected") then
			local name, link = GetItemInfo(itemID);
			if link then print(format(L["ITEM_ID_ADDED"], link, itemID)); end
		end
	end
end
app.events.TRANSMOG_COLLECTION_SOURCE_ADDED = function(sourceID)
	if sourceID then
		-- Cache the previous state. This will help keep lag under control.
		local oldState = GetDataSubMember("CollectedSources", sourceID) or 0;

		-- Only do work if we weren't already learned.
		-- We check here because Blizzard likes to double notify for items with timers.
		if oldState ~= 1 then
			SetDataSubMember("CollectedSources", sourceID, 1);
			app.ActiveItemCollectionHelper(sourceID, oldState);
			app:PlayFanfare();
			wipe(searchCache);
			SendSocialMessage("S\t" .. sourceID .. "\t" .. oldState .. "\t1");
		end
	end
end
app.events.TRANSMOG_COLLECTION_SOURCE_REMOVED = function(sourceID)
	local oldState = sourceID and GetDataSubMember("CollectedSources", sourceID);
	if oldState then
		local sourceInfo = C_TransmogCollection_GetSourceInfo(sourceID);
		SetDataSubMember("CollectedSources", sourceID, nil);

		-- If the user is a Completionist
		if app.Settings:Get("Completionist") then
			if app.Settings:GetTooltipSetting("Report:Collected") then
				-- Oh shucks, that was nice of you to give this item to your friend.
				-- WAIT, WHAT? A VENDOR?! OH GOD NO! TODO: Warn a user when they vendor an appearance?
				local name, link = GetItemInfo(sourceInfo.itemID);
				print(format(L["ITEM_ID_REMOVED"], link or name or ("|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r"), sourceInfo.itemID));
			end
		else
			local shared = 0;
			local categoryID, appearanceID, canEnchant, texture, isCollected, itemLink = C_TransmogCollection_GetAppearanceSourceInfo(sourceID);
			if categoryID then
				for i, otherSourceID in ipairs(C_TransmogCollection_GetAllAppearanceSources(appearanceID)) do
					if GetDataSubMember("CollectedSources", otherSourceID) then
						local otherSourceInfo = C_TransmogCollection_GetSourceInfo(otherSourceID);
						if not otherSourceInfo.isCollected and otherSourceInfo.categoryID == categoryID then
							SetDataSubMember("CollectedSources", otherSourceID, nil);
							shared = shared + 1;
						end
					end
				end
			end

			if app.Settings:GetTooltipSetting("Report:Collected") then
				-- Oh shucks, that was nice of you to give this item to your friend.
				-- WAIT, WHAT? A VENDOR?! OH GOD NO! TODO: Warn a user when they vendor an appearance?
				local name, link = GetItemInfo(sourceInfo.itemID);
				print(format(L[shared > 0 and "ITEM_ID_REMOVED_SHARED" or "ITEM_ID_REMOVED"], link or name or ("|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r"), sourceInfo.itemID, shared));
			end
		end

		-- Refresh the Data and Cry!
		app:RefreshData(false, true);
		app:PlayRemoveSound();
		wipe(searchCache);
		SendSocialMessage("S\t" .. sourceID .. "\t" .. oldState .. "\t0");
	end
end
