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--                        A L L   T H E   T H I N G S                         --
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--				Copyright 2017-2021 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_Item_IsDressableItemByID = C_Item.IsDressableItemByID;
local C_TransmogCollection_GetAppearanceSourceInfo = C_TransmogCollection.GetAppearanceSourceInfo;
local C_TransmogCollection_GetAllAppearanceSources = C_TransmogCollection.GetAllAppearanceSources;
local C_TransmogCollection_GetIllusionSourceInfo = C_TransmogCollection.GetIllusionSourceInfo;
local C_TransmogCollection_GetItemInfo = C_TransmogCollection.GetItemInfo;
local C_TransmogCollection_PlayerHasTransmogItemModifiedAppearance = C_TransmogCollection.PlayerHasTransmogItemModifiedAppearance;
local C_TransmogCollection_GetSourceInfo = C_TransmogCollection.GetSourceInfo;
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 PlayerHasToy = _G["PlayerHasToy"];
local IsTitleKnown = _G["IsTitleKnown"];
local InCombatLockdown = _G["InCombatLockdown"];
local MAX_CREATURES_PER_ENCOUNTER = 9;
local DESCRIPTION_SEPARATOR = "`";
local rawget, rawset, tinsert = rawget, rawset, tinsert;
local ATTAccountWideData;
local ALLIANCE_ONLY = {
	1,
	3,
	4,
	7,
	11,
	22,
	25,
	29,
	30,
	32,
	34,
	37,
};
local HORDE_ONLY = {
	2,
	5,
	6,
	8,
	9,
	10,
	26,
	27,
	28,
	31,
	35,
	36,
};

-- Print/Debug/Testing Functions
app.print = function(...)
	print(L["TITLE"], ...);
end
app.report = function(...)
	if ... then
		app.print(...);
	end
	app.print(app.Version .. L["PLEASE_REPORT_MESSAGE"]);
end
app.PrintGroup = function(group,depth)
	depth = depth or 0;
	if group then
		local p = "";
		for i=0,depth,1 do
			p = p .. "-";
		end
		p = p .. tostring(group.key or group.text) .. ":" .. tostring(group[group.key or "NIL"]);
		print(p);
		if group.g then
			for i,sg in ipairs(group.g) do
				app.PrintGroup(sg,depth + 1);
			end
		end
	end
	print("---")
end
app.PrintTable = function(t,depth)
	if not t then print("nil"); return; end
	if type(t) ~= "table" then print(type(t),t); return; end
	depth = depth or 0;
	if depth == 0 then app._PrintTable = {}; end
	local p = "";
	for i=1,depth,1 do
		p = p .. "-";
	end
	-- dont accidentally recursively print the same table
	if not app._PrintTable[t] then
		app._PrintTable[t] = true;
		print(p,tostring(t)," {");
		for k,v in pairs(t) do
			if type(v) == "table" then
				print(p,k,":");
				if k == "parent" or k == "sourceParent" then
					print("SKIPPED")
				elseif k == "g" then
					print("#",v and #v)
				else
					app.PrintTable(v,depth + 1);
				end
			else
				print(p,k,":",tostring(v))
			end
		end
		if getmetatable(t) then
			print(p,"__index:");
			app.PrintTable(getmetatable(t).__index, depth + 1);
		end
		print(p,"}");
	else
		print(p,tostring(t),"RECURSIVE");
	end
end
--[[
app.PrintMemoryUsage = function(...)
	-- update memory value for ATT
	UpdateAddOnMemoryUsage();
	if ... then app.print(..., GetAddOnMemoryUsage("AllTheThings"));
	else app.print("Memory",GetAddOnMemoryUsage("AllTheThings")); end
end
--]]

-- Coroutine Helper Functions
app.refreshing = {};
app.EmptyTable = {};
app.EmptyFunction = function() end;
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);
	end
end
local function Push(self, name, method)
	if not self.__stack then
		self.__stack = {};
	end
	-- print("Push->" .. name);
	tinsert(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
-- Triggers a timer callback method to run on the next game frame with the provided params; the method can only be set to run once per frame
local function Callback(method, ...)
	if not app.__callbacks then
		app.__callbacks = {};
	end
	if not app.__callbacks[method] then
		app.__callbacks[method] = ... and {...} or true;
		-- print("Callback:",method, ...)
		local newCallback = function()
			local args = app.__callbacks[method];
			app.__callbacks[method] = nil;
			-- callback with args/void
			if args ~= true then
				-- print("Callback/args Running",method, unpack(args))
				method(unpack(args));
			else
				-- print("Callback/void Running",method)
				method();
			end
			-- print("Callback Done",method)
		end;
		C_Timer.After(0, newCallback);
	end
end
-- Triggers a timer callback method to run after the provided number of seconds with the provided params; the method can only be set to run once per delay
local function DelayedCallback(method, delaySec, ...)
	if not app.__callbacks then
		app.__callbacks = {};
	end
	if not app.__callbacks[method] then
		app.__callbacks[method] = ... and {...} or true;
		-- print("DelayedCallback:",method, ...)
		local newCallback = function()
			local args = app.__callbacks[method];
			app.__callbacks[method] = nil;
			-- callback with args/void
			if args ~= true then
				-- print("DelayedCallback/args Running",method, unpack(args))
				method(unpack(args));
			else
				-- print("DelayedCallback/void Running",method)
				method();
			end
			-- print("DelayedCallback Done",method)
		end;
		C_Timer.After(math.max(0, delaySec or 0), newCallback);
	end
end
-- Triggers a timer callback method to run on the next game frame or following combat if in combat currently with the provided params; the method can only be set to run once per frame
local function AfterCombatCallback(method, ...)
	if not InCombatLockdown() then Callback(method, ...); return; end
	if not app.__callbacks then
		app.__callbacks = {};
	end
	if not app.__combatcallbacks then
		app.__combatcallbacks = {};
	end
	if not app.__callbacks[method] then
		app.__callbacks[method] = ... and {...} or true;
		-- If in combat, register to trigger on leave combat
		-- print("AfterCombatCallback:",method, ...)
		local newCallback = function()
			local args = app.__callbacks[method];
			app.__callbacks[method] = nil;
			-- AfterCombatCallback with args/void
			if args ~= true then
				-- print("AfterCombatCallback/args Running",method, unpack(args))
				method(unpack(args));
			else
				-- print("AfterCombatCallback/void Running",method)
				method();
			end
			-- print("AfterCombatCallback:Done",method)
		end;
		tinsert(app.__combatcallbacks, 1, newCallback);
		app:RegisterEvent("PLAYER_REGEN_ENABLED");
	end
end
-- Triggers a timer callback method to run either when current combat ends, or after the provided delay; the method can only be set to run once until it has been run
local function AfterCombatOrDelayedCallback(method, delaySec, ...)
	if InCombatLockdown() then
		-- print("chose AfterCombatCallback")
		AfterCombatCallback(method, ...);
	else
		-- print("chose DelayedCallback",delaySec)
		DelayedCallback(method, delaySec, ...);
	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 _,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
local defaultComparison = function(a,b)
	return a > b;
end
local function insertionSort(t, compare, nested)
	if t then
		if not compare then compare = defaultComparison; end
		local j;
		for i=2,#t,1 do
			j = i;
			while j > 1 and compare(t[j], t[j - 1]) do
				t[j],t[j - 1] = t[j - 1],t[j];
				j = j - 1;
			end
		end
		if nested then
			for i=#t,1,-1 do
				insertionSort(t[i].g, compare, nested);
			end
		end
	end
end
local sortByNameSafely = function(a, b)
	if a and a.name then
		if b and b.name then
			return a.name <= b.name;
		end
		return true;
	end
	return false;
end;
local sortByTextSafely = function(a, b)
	if a and a.text then
		if b and b.text then
			return a.text <= b.text;
		end
		return true;
	end
	return false;
end;
-- Performs table.concat(tbl, sep, i, j) on the given table, but uses the specified field of table values if provided,
-- with a default fallback value if the field does not exist on the table entry
app.TableConcat = function(tbl, field, def, sep, i, j)
	if tbl then
		if field then
			local tblvals, tinsert = {}, tinsert;
			for _,val in ipairs(tbl) do
				tinsert(tblvals, val[field] or def);
			end
			return table.concat(tblvals, sep, i, j);
		else
			return table.concat(tbl, sep, i, j);
		end
	end
	return "";
end
-- Allows efficiently appending the content of multiple arrays (in sequence) onto the end of the provided array, or new empty array
app.ArrayAppend = function(a1, ...)
	a1 = a1 or {};
	if ... then
		local i, select, a = #a1 + 1, select;
		for n=1,select("#", ...) do
			a = select(n, ...);
			for ai=1,#a do
				a1[i] = a[ai];
				i = i + 1;
			end
		end
	end
	return a1;
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
local function ReturnTrue()
	return true;
end
local function ReturnFalse()
	return false;
end
-- Returns an object which contains no data, but can return values from an overrides table, and be loaded/created when a specific field is attempted to be referenced
-- i.e. Create a data group which contains no information but will attempt to populate itself when [loadField] is referenced
app.DelayLoadedObject = function(objFunc, loadField, overrides, ...)
	local dlo, o;
	local params = {...};
	local loader;
	loader = {
		__index = function(t, key)
			-- load the object if it matches the load field and not yet loaded
			if not o and key == loadField then
				o = objFunc(unpack(params));
			end

			-- override for the object
			local override = overrides and overrides[key];
			if override ~= nil then
				-- overrides can also be a function which will execute once the object has been created
				if o and type(override) == "function" then
					return override(o, key);
				else
					return override;
				end
			-- existing object, then reference the respective key
			elseif o then
				return o[key];
			end
		end,
	};
	-- data is just an empty table with a loader metatable
	dlo = setmetatable({}, loader);
	return dlo;
end
app.SetDataMember = SetDataMember;
app.GetDataMember = GetDataMember;
app.SetDataSubMember = SetDataSubMember;
app.GetDataSubMember = GetDataSubMember;
app.GetTempDataMember = GetTempDataMember;
app.GetTempDataSubMember = GetTempDataSubMember;
app.ReturnTrue = ReturnTrue;
app.ReturnFalse = ReturnFalse;

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, k = 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
		[17041] = 17041,	-- Master Axesmith
		[17040] = 17040,	-- Master Hammersmith
		[17039] = 17039,	-- Master Swordsmith
		-- Leatherworking
		[10656] = 10656,	-- Dragonscale Leatherworking
		[10658] = 10658,	-- Elemental Leatherworking
		[10660] = 10660,	-- Tribal Leatherworking
		-- Tailoring
		[26801] = 26801,	-- Shadoweave Tailoring
		[26797] = 26797,	-- Spellfire Tailoring
		[26798] = 26798,	-- Mooncloth Tailoring
	};
	-- 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 = {};
			cache[2720] = true;
			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
-- Attempts to return the displayID for the data, or every displayID if 'all' is specified
local function GetDisplayID(data, all)
	-- don't create a displayID for groups with a sourceID/itemID already
	if data.s or data.itemID then return nil; end
	if all then
		local displayInfo, _ = {};
		-- specific displayID
		_ = data.displayID;
		if _ then tinsert(displayInfo, _); rawset(data,"displayInfo",displayInfo); return displayInfo; end

		-- specific creatureID for displayID
		_ = data.creatureID and app.NPCDisplayIDFromID[data.creatureID];
		if _ then tinsert(displayInfo, _); rawset(data,"displayInfo",displayInfo); return displayInfo; end

		-- loop through "n" providers
		if data.providers 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
					_ = v[2] and app.NPCDisplayIDFromID[v[2]];
					if _ then tinsert(displayInfo, _); end
				end
			end
		end
		if displayInfo[1] then rawset(data,"displayInfo",displayInfo); return displayInfo; end

		-- for quest givers
		if data.qgs then
			for k,v in pairs(data.qgs) do
				_ = v and app.NPCDisplayIDFromID[v];
				if _ then tinsert(displayInfo, _); end
			end
		end
		if displayInfo[1] then rawset(data,"displayInfo",displayInfo); return displayInfo; end

		-- otherwise use the attached crs if so
		if data.crs then
			for k,v in pairs(data.crs) do
				_ = v and app.NPCDisplayIDFromID[v];
				if _ then tinsert(displayInfo, _); end
			end
		end
		if displayInfo[1] then rawset(data,"displayInfo",displayInfo); return displayInfo; end
	else
		-- specific displayID
		local _ = data.displayID or data.fetchedDisplayID;
		if _ then return _; end

		-- specific creatureID for displayID
		_ = data.creatureID and app.NPCDisplayIDFromID[data.creatureID];
		if _ then rawset(data,"fetchedDisplayID",_); return _; end

		-- loop through "n" providers
		if data.providers 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
					_ = v[2] and app.NPCDisplayIDFromID[v[2]];
					if _ then rawset(data,"fetchedDisplayID",_); return _; end
				end
			end
		end

		-- for quest givers
		if data.qgs then
			for k,v in pairs(data.qgs) do
				_ = v and app.NPCDisplayIDFromID[v];
				if _ then rawset(data,"fetchedDisplayID",_); return _; end
			end
		end

		-- otherwise use the attached crs if so
		if data.crs then
			for k,v in pairs(data.crs) do
				_ = v and app.NPCDisplayIDFromID[v];
				if _ then rawset(data,"fetchedDisplayID",_); return _; end
			end
		end
	end
end
GameTooltipModel.TrySetModel = function(self, reference)
	GameTooltipModel.HideAllModels(self);
	if app.Settings:GetTooltipSetting("Models") then
		self.lastModel = reference;
		local displayInfos = reference.displayInfo or GetDisplayID(reference, true);
		if GameTooltipModel.TrySetDisplayInfos(self, reference, displayInfos) then
			return true;
		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

		if reference.s and reference.artifactID then
			-- TODO: would be cool if this showed for all sourceID's, but it seems to be random which items show a model from the visualID
			local sourceInfo = C_TransmogCollection_GetSourceInfo(reference.s);
			if sourceInfo and sourceInfo.visualID then
				self.Model:SetCamDistanceScale(0.8);
				self.Model:SetItemAppearance(sourceInfo.visualID);
				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.AlwaysShowUpdate = function(data) data.visible = true; return true; end
app.AlwaysShowUpdateWithoutReturn = function(data) data.visible = true; end

-- Screenshot
function app:TakeScreenShot()
	if app.Settings:GetTooltipSetting("Screenshot") then
		Screenshot();
	end
end

-- audio lib
app.SoundDelays = {};
function app:PlayCompleteSound()
	if app.Settings:GetTooltipSetting("Celebrate") then
		app:PlayAudio(app.Settings.AUDIO_COMPLETE_TABLE, "Complete");
	end
end
function app:PlayFanfare()
	if app.Settings:GetTooltipSetting("Celebrate") then
		app:PlayAudio(app.Settings.AUDIO_FANFARE_TABLE, "Celebrate");
	end
end
function app:PlayRareFindSound()
	if app.Settings:GetTooltipSetting("Celebrate") then
		app:PlayAudio(app.Settings.AUDIO_RAREFIND_TABLE, "RareFind");
	end
end
function app:PlayRemoveSound()
	if app.Settings:GetTooltipSetting("Warn:Removed") then
		app:PlayAudio(app.Settings.AUDIO_REMOVE_TABLE, "Removed");
	end
end
function app:PlayAudio(targetAudio, delay)
	if targetAudio and type(targetAudio) == "table" 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 (app.SoundDelays[delay] or 0) < now then
			app.SoundDelays[delay] = now + 1;
			local id = math.random(1, #targetAudio);
			if targetAudio[id] then PlaySoundFile(targetAudio[id], app.Settings:GetTooltipSetting("Channel")); end
		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
		-- groups which are specifically shown by being a Cost for another Thing should just show an Icon instead of their 'fake' progress/total
		local costTotal = data.costTotal;
		if costTotal and
			data.total - data.progress > 0 and
			(data.total - data.progress) == (costTotal - data.costProgress) then
			return L["COST_ICON"];
		end
		return GetProgressColorText(data.progress or 0, data.total);
	elseif data.collectible then
		return GetCollectionIcon(data.collected);
	elseif data.trackable then
		return GetCompletionIcon(data.saved);
	elseif data.visible then
		if data.count then
			return (data.count .. "x");
		end
		if data.g and not data.expanded and #data.g > 0 then
			return "+++";
		end
		return "---";
	end
end
local function GetProgressTextForTooltip(data)
	if data.total and (data.total > 1 or (data.total > 0 and not data.collectible)) then
		-- groups which are specifically shown by being a Cost for another Thing should just show an Icon instead of their 'fake' progress/total
		local costTotal = data.costTotal;
		if costTotal and
			data.total - data.progress > 0 and
			(data.total - data.progress) == (costTotal - data.costProgress) then
			return L["COST_TEXT"];
		end
		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;
			group.indent = nil;
			group.back = nil;
			BuildGroups(group, group.g);
		end
	end
end
local function BuildSourceText(group, l)
	local parent = group.sourceParent or group.parent;
	if parent then
		-- From ATT-Classic .. needs some modification to handle Retail source depths
		-- if not group.itemID and (parent.key == "filterID" or parent.key == "spellID" or ((parent.headerID or (parent.spellID and group.categoryID))
		-- 	and ((parent.headerID == -2 or parent.headerID == -17 or parent.headerID == -7) or (parent.parent and parent.parent.parent)))) then
		-- 	return BuildSourceText(parent.sourceParent or parent.parent, 5) .. DESCRIPTION_SEPARATOR .. (group.text or RETRIEVING_DATA) .. " (" .. (parent.text or RETRIEVING_DATA) .. ")";
		-- end
		-- if group.headerID then
		-- 	if group.headerID == 0 then
		-- 		if group.crs and #group.crs == 1 then
		-- 			return BuildSourceText(parent, l + 1) .. DESCRIPTION_SEPARATOR .. (NPCNameFromID[group.crs[1]] or RETRIEVING_DATA) .. " (Drop)";
		-- 		end
		-- 		return BuildSourceText(parent, l + 1) .. DESCRIPTION_SEPARATOR .. (group.text or RETRIEVING_DATA);
		-- 	end
		-- 	if parent.parent then
		-- 		return BuildSourceText(parent, l + 1) .. DESCRIPTION_SEPARATOR .. (group.text or RETRIEVING_DATA);
		-- 	end
		-- end
		-- if parent.key == "categoryID" or group.key == "filterID" or group.key == "spellID" or group.key == "encounterID" or (parent.key == "mapID" and group.key == "npcID") then
		-- 	return BuildSourceText(parent, 5) .. DESCRIPTION_SEPARATOR .. (group.text or RETRIEVING_DATA);
		-- end
		if l < 1 then
			return BuildSourceText(parent, l + 1);
		else
			return BuildSourceText(parent, l + 1) .. " > " .. (group.text or RETRIEVING_DATA);
		end
	end
	return group.text or RETRIEVING_DATA;
end
local function BuildSourceTextForChat(group, l)
	if group.sourceParent or group.parent then
		if l < 1 then
			return BuildSourceTextForChat(group.sourceParent or group.parent, l + 1);
		else
			return BuildSourceTextForChat(group.sourceParent or group.parent, l + 1) .. " > " .. (group.text or "*");
		end
	end
	return "ATT";
end
local function BuildSourceTextForTSM(group, l)
	if group.sourceParent or group.parent then
		if l < 1 or not group.text then
			return BuildSourceTextForTSM(group.sourceParent or group.parent, l + 1);
		else
			return BuildSourceTextForTSM(group.sourceParent or group.parent, l + 1) .. "`" .. group.text;
		end
	end
	return L["TITLE"];
end
-- Fields which are dynamic or pertain only to the specific ATT window and should never merge automatically
app.MergeSkipFields = {
	["expanded"] = true,
	["indent"] = true,
	["modItemID"] = true,
	["g"] = true,
	["u"] = true,
	["pvp"] = true,
	["pb"] = true,
	["requireSkill"] = true,
};
-- Fields on a Thing which are specific to where the Thing is Sourced or displayed in a ATT window
app.SourceSpecificFields = {
-- Returns the 'most obtainable' unobtainable value from the provided set of unobtainable values
	["u"] = function(...)
		-- print("GetMostObtainableValue:")
		local vals, max, check, new = {...}, -1;
		-- app.PrintTable(vals)
		local reasons = L["UNOBTAINABLE_ITEM_REASONS"];
		local record;
		for _,u in pairs(vals) do
			-- missing u value means NOT unobtainable
			if not u then return; end
			record = reasons[u];
			if record then
				check = record[1];
			else
				-- otherwise it's an invalid unobtainable filter
				app.print("Invalid Unobtainable Filter:",u);
				return;
			end
			-- track the highest unobtainable value, which is the most obtainable (according to UNOBTAINABLE_ITEM_TEXTURES)
			if check > max then
				new = u;
				max = check;
			end
		end
			-- print("new:",new)
		return new;
	end,
-- Simple boolean
	["pvp"] = true,
	["pb"] = true,
	["requireSkill"] = true,
};
-- merges the properties of the t group into the g group, making sure not to alter the filterability of the group
local MergeProperties = function(g, t, noReplace)
	if g and t then
		local skips = app.MergeSkipFields;
		if noReplace then
			for k,v in pairs(t) do
				-- certain keys should never transfer to the merge group directly
				if k == "parent" then
					if not rawget(g, "sourceParent") then
						rawset(g, "sourceParent", v);
					end
				elseif not skips[k] then
					if not rawget(g, k) then
						rawset(g, k, v);
					end
				end
			end
		else
			for k,v in pairs(t) do
				-- certain keys should never transfer to the merge group directly
				if k == "parent" then
					if not rawget(g, "sourceParent") then
						rawset(g, "sourceParent", v);
					end
				elseif not skips[k] then
					rawset(g, k, v);
				end
			end
		end
		-- custom special logic for fields which need to represent the commonality between all Sources of a group
		-- loop through specific fields for custom logic
		-- initial creation of a g object, has no key
		if not g.key then
			for k,_ in pairs(app.SourceSpecificFields) do
				g[k] = t[k];
			end
		else
			for k,f in pairs(app.SourceSpecificFields) do
				-- existing is set
				if g[k] then
					-- no value on merger
					if not t[k] then
						-- print("remove",k,g[k],t[k])
						g[k] = nil;
					elseif f and type(f) == "function" then
						-- two different values with a compare function
						-- print("compare",k,g[k],t[k])
						g[k] = f(g[k], t[k]);
						-- print("result",g[k])
					end
				end
			end
		end
		-- only copy metatable to g if another hasn't been set already
		if not getmetatable(g) and getmetatable(t) then
			setmetatable(g, getmetatable(t));
		end
	end
end
-- The base logic for turning a Table of data into an 'object' that provides dynamic information concerning the type of object which was identified
-- based on the priority of possible key values
local CreateObject;
CreateObject = function(t, rootOnly)
	if not t then return {}; end

	-- already an object, so need to create a new instance of the same data
	if t.key then
		local s = {};
		-- if app.DEBUG_PRINT then print("CreateObject from key via merge",t.key,t[t.key], t, s); end
		MergeProperties(s, t);
		-- include the raw g since it will be replaced at the end with new objects
		s.g = t.g;
		t = s;
		-- if app.DEBUG_PRINT then print("Merge done",s.key,s[s.key], t, s); end
	-- is it an array of raw datas which needs to be turned into ana rray of usable objects
	elseif t[1] then
		local s = {};
		-- array
		-- if app.DEBUG_PRINT then print("CreateObject on array",#t); end
		for _,o in ipairs(t) do
			tinsert(s, CreateObject(o));
		end
		return s;
	-- use the highest-priority piece of data which exists in the table to turn it into an object
	else
		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 or t.achievementID then
			t = app.CreateAchievement(t.achID or t.achievementID, t);
		elseif t.recipeID then
			t = app.CreateRecipe(t.recipeID, t);
		elseif t.itemID then
			if t.isToy then
				t = app.CreateToy(t.itemID, t);
			elseif t.runeforgePowerID then
				t = app.CreateRuneforgeLegendary(t.runeforgePowerID, t);
			elseif t.conduitID then
				t = app.CreateConduit(t.conduitID, 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.headerID then
			t = app.CreateNPC(t.headerID, 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.tierID then
			t = app.CreateTier(t.tierID, t);
		elseif t.unit then
			t = app.CreateUnit(t.unit, t);
		elseif t.difficultyID then
			t = app.CreateDifficulty(t.difficultyID, t);
		elseif t.spellID then
			t = app.CreateSpell(t.spellID, t);
		else
			-- if app.DEBUG_PRINT then print("CreateObject by value, no specific object type"); app.PrintTable(t); end
			t = setmetatable({}, { __index = t });
		end
	end

	-- allows for copying an object without all of the sub-groups
	if rootOnly then
		t.g = nil;
	end

	-- if app.DEBUG_PRINT then print("CreateObject key/value",t.key,t[t.key]); end
	-- if g, then replace each object in all sub groups with an object version of the table
	if t.g then
		local sourceg = t.g;
		t.g = {};
		-- if app.DEBUG_PRINT then print("CreateObject for sub-groups of",t.key,t[t.key]); end
		for i,o in pairs(sourceg) do
			t.g[i] = CreateObject(o);
		end
	end

	return t;
end
-- Clones the data within the group without any sub-groups
-- local function CloneDataShallow(data)
-- 	local clone = {};
-- 	if data then
-- 		clone = setmetatable(clone, getmetatable(data));
-- 	end
-- 	return clone;
-- end
-- Clones the data and attempts to create all sub-groups into cloned objects as well
local function CloneData(data)
	return CreateObject(data);
	--[[
	local clone = {};
	if data then
		if app.DEBUG_PRINT then print("CloneData for",data.key,data[data.key],data,clone); end
		MergeProperties(clone, data);
		if data.parent then clone.sourceParent = data.parent; end
		-- clone = setmetatable(clone, getmetatable(data));
		-- for key,value in pairs(data) do
		-- 	rawset(clone, key, value);
		-- 	if key == "parent" then
		-- 		rawset(clone, "sourceParent", value);
		-- 	end
		-- end
		if app.DEBUG_PRINT then print("CloneData done",clone.key,clone[clone.key],data,clone); end
		if data.g then
			clone.g = {};
			for i,group in ipairs(data.g) do
				local child = CreateObject(group);
				rawset(child, "sourceParent", nil);
				rawset(child, "parent", clone);
				tinsert(clone.g, child);
			end
		end
	end
	return clone;
	--]]
end
local function RawCloneData(data)
	local clone = {};
	for key,value in pairs(data) do
		rawset(clone, key, value);
	end
	return clone;
end
(function()
local GetSlotForInventoryType = C_Transmog.GetSlotForInventoryType;
app.SlotByInventoryType = setmetatable({}, {
	__index = function(t, key)
		local slot = GetSlotForInventoryType(key);
		rawset(t, key, slot);
		return slot;
	end
})
end)();
local function GetSourceID(itemLink)
	if C_Item_IsDressableItemByID(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

		-- if app.DEBUG_PRINT then print("Failed to directly retrieve SourceID",itemLink) end
		local itemID, _, _, slotName = GetItemInfoInstant(itemLink);
		if slotName then
			local slots = inventorySlotsMap[slotName];
			if slots then
				DressUpModel:SetUnit('player');
				DressUpModel:Undress();
				for _,slot in pairs(slots) do
					DressUpModel:TryOn(itemLink, slot);
					local tmogInfo = DressUpModel:GetItemTransmogInfo(slot);
					-- print("SlotInfo",slot)
					-- app.PrintTable(tmogInfo)
					local sourceID = tmogInfo and tmogInfo.appearanceID;
					if sourceID and sourceID ~= 0 then
						-- Added 5/4/2018 - Account for DressUpModel lag... sigh
						local sourceItemLink = select(6, C_TransmogCollection_GetAppearanceSourceInfo(sourceID));
						-- print("SourceID from DressUpModel",sourceID,sourceItemLink)
						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
-- verifies that an item group either has no sourceID or that its sourceID matches what the in-game API returns
-- based on the itemID and modID of the item
local function VerifySourceID(item)
	-- ignore things which arent items
	if not item.itemID then return true; end
	-- no source at all, try to get it
	if not item.s or item.s == 0 then return; end
	-- unobtainable item, don't change the sourceID
	if item.u then return true; end
	local sourceInfo = C_TransmogCollection_GetSourceInfo(item.s);
	-- no source info or no item for the source
	-- ignore this, maybe blizz removed a sourceID that we tracked in the past...?
	if not sourceInfo or not sourceInfo.itemID then
		print("Invalid SourceID",item.itemID,item.modID,item.s);
		return;
	end
	-- item for the source is different than the current item
	if sourceInfo.itemID and sourceInfo.itemID ~= item.itemID then
		print("Inaccurate SourceID",item.itemID,item.modID,item.s,"=>",sourceInfo.itemID,sourceInfo.itemModID);
		return;
	end
	-- check that the group's itemlink still returns the same sourceID as saved in the group
	if item.link and not item.retries then
		-- quality below UNCOMMON means no source
		if item.q and item.q < 2 then return true; end

		local linkInfoSourceID = GetSourceID(item.link);
		if linkInfoSourceID and linkInfoSourceID ~= item.s then
			print("Mismatched SourceID",item.link,item.s,"=>",linkInfoSourceID);
			return;
		end
	-- item has not pulled its link yet, so include it for re-sourcing anyway
	elseif item.retries then
		return;
	end
	-- at this point the game source information matches the information for this item group
	return true;
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 GetUnobtainableTexture(groupORu)
	-- old reasons are set to 0, so use 1 instead
	-- if unobtainable stuff changes again, this logic may need to adjust
	local isTable = type(groupORu) == "table";
	local u = isTable and groupORu.u or groupORu;
	-- non-unobtainable group
	if not u then return; end
	-- non-NYI item or spell which is BoE, use green dot
	if isTable and (groupORu.itemID or groupORu.spellID) and u > 1 and not app.IsBoP(groupORu) then
		u = 3;
	else
		local record = L["UNOBTAINABLE_ITEM_REASONS"][u];
		if record then
			u = record[1];
		else
			-- otherwise it's an invalid unobtainable filter
			app.print("Invalid Unobtainable Filter:",u);
			return;
		end
	end
	-- found an unobtainable record, so grab the texture index [1]
	return L["UNOBTAINABLE_ITEM_TEXTURES"][u or 0];
end
-- Returns an applicable Indicator Icon Texture for the specific group if one can be determined
app.GetIndicatorIcon = function(group)
	if group.saved then
		if group.parent and group.parent.locks or group.repeatable then
			return app.asset("known");
		else
			return app.asset("known_green");
		end
	else
		local asset = app.GetQuestIndicator(group);
		if asset then
			return app.asset(asset);
		elseif group.u then
			local unobTexture = GetUnobtainableTexture(group);
			if unobTexture then
				return unobTexture;
			end
		end
	end
end
local function SetIndicatorIcon(self, data)
	local texture = app.GetIndicatorIcon(data);
	if texture then
		self:SetTexture(texture);
		return true;
	end
end
local function SetPortraitIcon(self, data)
	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.sourceParent or group.parent, difficultyID);
		else
			return true;
		end
	end
end
local function GetRelativeMap(group, currentMapID)
	if group then
		return group.mapID or (group.maps and (contains(group.maps, currentMapID) and currentMapID or group.maps[1])) or GetRelativeMap(group.sourceParent or group.parent, currentMapID);
	end
	return currentMapID;
end
local function GetRelativeField(group, field, value)
	if group then
		return group[field] == value or GetRelativeField(group.sourceParent or group.parent, field, value);
	end
end
local function GetRelativeValue(group, field)
	if group then
		return group[field] or GetRelativeValue(group.sourceParent or group.parent, field);
	end
end
local function GetDeepestRelativeValue(group, field)
	if group then
		return GetDeepestRelativeValue(group.sourceParent or group.parent, field) or group[field];
	end
end
-- Returns the ItemID of the group (if existing) with a decimal portion containing the modID/100 and bonusID/1000000
-- or converts a raw ItemID/ModID/BonusID into the combined modItemID value
-- Ex. 12345 (ModID 5) => 12345.05
-- Ex. 87654 (ModID 23)=> 87654.23
-- Ex. 102938 (ModID 1) (BonusID 4746) => 102938.014746
local function GetGroupItemIDWithModID(t, rawItemID, rawModID, rawBonusID)
	if t and t.itemID then
		return t.itemID + ((t.modID or 0) / 100) + ((t.bonusID or 0) / 1000000);
	elseif tonumber(rawItemID) then
		local i, m, b = tonumber(rawItemID) or 0, tonumber(rawModID) or 0, tonumber(rawBonusID) or 0;
		-- Ignore bonusID 3524 as added to all ATT item links with a ModID
		if b == 3524 then b = 0; end
		-- print("modItemID-raw",i,m,b,i + (m / 100) + (b / 1000000))
		return i + (m / 100) + (b / 1000000);
	end
end
-- Returns the ItemID, ModID, BonusID of the provided ModItemID
-- Ex. 12345.05		=> 12345, 5
-- Ex. 87654.23		=> 87654, 23
-- Ex. 102938.014746=> 102938, 1, 4746
local function GetItemIDAndModID(modItemID)
	if modItemID and tonumber(modItemID) then
		-- print("GetItemIDAndModID",modItemID)
		local itemID = math.floor(modItemID);
		modItemID = (modItemID - itemID) * 100;
		local modID = math.floor(modItemID);
		modItemID = (modItemID - modID) * 1000000;
		local bonusID = math.floor(modItemID);
		-- print(itemID,modID,bonusID)
		return itemID, modID, bonusID;
	end
end
local function GroupMatchesParams(group, key, value, ignoreModID)
	if not group then return false; end
	if group.itemID and key == "itemID" then
		if group.modItemID and group.modItemID == value then
			return true;
		elseif ignoreModID or not group.modItemID then
			value = GetItemIDAndModID(value);
			return group.itemID == value;
		end
	end
	-- exact specific match for other keys
	if group[key] == value then return true; end
end
-- Filters a specs table to only those which the current Character class can choose
local function FilterSpecs(specs)
	if specs and #specs > 0 then
		local name, class, _;
		for i=#specs,1,-1 do
			_, name, _, _, _, class = GetSpecializationInfoByID(specs[i]);
			if class ~= app.Class or not name or name == "" then
				table.remove(specs, i);
			end
		end
		insertionSort(specs);
	end
end
-- Returns a string containing the spec icons, followed by their respective names if desired
local function GetSpecsString(specs, includeNames, trim)
	local icons, name, icon, _ = {};
	if includeNames then
		for i=#specs,1,-1 do
			_, name, _, icon, _, _ = GetSpecializationInfoByID(specs[i]);
			icons[i * 4 - 3] = "  |T";
			icons[i * 4 - 2] = icon;
			icons[i * 4 - 1] = ":0|t ";
			icons[i * 4] = name;
		end
	else
		for i=#specs,1,-1 do
			_, _, _, icon, _, _ = GetSpecializationInfoByID(specs[i]);
			icons[i * 3 - 2] = "|T";
			icons[i * 3 - 1] = icon;
			icons[i * 3] = ":0|t ";
		end
	end
	if trim then
		return string.match(table.concat(icons),'^%s*(.*%S)');
	end
	return table.concat(icons);
end
-- Returns proper, class-filtered specs for a given itemID
local function GetFixedItemSpecInfo(itemID)
	if itemID then
		local specs = GetItemSpecInfo(itemID);
		if not specs or #specs < 1 then
			specs = {};
			-- 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 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
			insertionSort(specs);
		else
			FilterSpecs(specs);
		end
		if #specs > 0 then
			return specs;
		end
	end
end

-- Quest Completion Lib
-- Builds a table to be used in the SetupReportDialog to display text which is copied into Discord for player reports
app.BuildDiscordQuestInfoTable = function(id, infoText, questChange)
	local coord;
	local mapID = app.GetCurrentMapID();
	local position = mapID and C_Map.GetPlayerMapPosition(mapID, "player");
	if position then
		local x,y = position:GetXY();
		x = math.floor(x * 1000) / 10;
		y = math.floor(y * 1000) / 10;
		coord = x..","..y;
	end
	return
	{
		"**"..(infoText or "quest-info")..":"..id.."**",

		"```",	-- discord fancy box

		questChange,
		"race:"..app.RaceID,
		"class:"..app.ClassIndex,
		"lvl:"..app.Level,
		"mapID:"..mapID,
		coord and ("coord:"..coord) or "coord:??",
		"ver:"..app.Version,

		"```",	-- discord fancy box
		-- TODO: put more info in here as it will be copy-paste into Discord
	};
end
local PrintQuestInfo = function(questID, new, info)
	if app.IsReady and app.Settings:GetTooltipSetting("Report:CompletedQuests") then
		local searchResults = app.SearchForField("questID", questID);
		local id = questID;
		local questChange;
		if new == true then
			questChange = "accepted";
		elseif new == false then
			questChange = "unflagged";
		else
			questChange = "completed";
		end
		if not searchResults or #searchResults <= 0 or GetRelativeField(searchResults[1], "text", L["UNSORTED_1"]) then
			questID = questID .. " (Not in ATT " .. app.Version .. ")";
			-- Linkify the output
			local popupID = "quest-" .. id;
			questID = app:Linkify(questID, "ff5c6c", "dialog:" .. popupID);
			app:SetupReportDialog(popupID, "Missing Quest: " .. id,
				app.BuildDiscordQuestInfoTable(id, "missing-quest", questChange)
			);
		else
			if app.Settings:GetTooltipSetting("Report:UnsortedQuests") then
				return true;
			end
			local questRef = searchResults[1];
			-- 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 GetRelativeField(questRef, "text", L["HIDDEN_QUEST_TRIGGERS"]) then
				questID = questID .. " [HQT]";
				-- Linkify the output
				questID = app:Linkify(questID, "7aff92", "search:questID:" .. id);
			elseif GetRelativeField(questRef, "text", L["NEVER_IMPLEMENTED"]) then
				questID = questID .. " (Not in ATT " .. app.Version .. " [NYI])";
				-- Linkify the output
				local popupID = "quest-" .. id;
				questID = app:Linkify(questID, "ff5c6c", "dialog:" .. popupID);
				app:SetupReportDialog(popupID, "NYI Quest: " .. id,
					app.BuildDiscordQuestInfoTable(id, "nyi-quest", questChange)
				);
			else
				-- Linkify the output
				questID = app:Linkify(questID, "149bfd", "search:questID:" .. id);
			end
			-- This quest doesn't meet the filter for this character, then ask to report in chat
			-- TODO: change filtering technique so we can do app.CharacterFilter(questRef) to bypass any Account filtering active
			if questChange == "accepted" and
				not (app.RequiredSkillFilter(questRef)
					and app.ClassRequirementFilter(questRef)
					and app.RaceRequirementFilter(questRef)
					and app.RequireCustomCollectFilter(questRef)) then
				local popupID = "quest-filter-" .. id;
				if app:SetupReportDialog(popupID, "Inaccurate Quest Info: " .. id,
					app.BuildDiscordQuestInfoTable(id, "inaccurate-quest", questChange)
				) then
					local reportMsg = app:Linkify(L["REPORT_INACCURATE_QUEST"], "f7b531", "dialog:" .. popupID);
					Callback(app.print, reportMsg);
				end
			end
		end
		print("Quest",questChange,questID,(info or ""));
	end
end
local DirtyQuests = {};
local CompletedQuests = setmetatable({}, {__newindex = function (t, key, value)
	local total = rawget(t, "_TOTAL") or 0;
	if value then
		if not rawget(t, key) then
			total = total + 1;
			rawset(t, "_TOTAL", total);
		end
		rawset(t, key, value);
		rawset(DirtyQuests, key, true);
		rawset(DirtyQuests, "DIRTY", true);
		ATTAccountWideData.Quests[key] = 1;
		app.CurrentCharacter.Quests[key] = 1;
		PrintQuestInfo(key);
	elseif value == false then
		total = total - 1;
		rawset(t, "_TOTAL", total);
		rawset(DirtyQuests, "DIRTY", true);
		-- no need to actually set the key in the table since it's been marked as incomplete
		-- and this meta function only triggers on NEW key assignments
		PrintQuestInfo(key, false);
	end
end});
-- app.CompletedQuests = CompletedQuests;
-- 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
	local questID = t.questID;
	-- 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(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
	-- 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 and this character is not in Party Sync, return shared completed
	if not app.MODE_DEBUG_OR_ACCOUNT and t.altcollected and not app.IsInPartySync 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 app.CurrentCharacter.Quests[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 app.MODE_DEBUG_OR_ACCOUNT and t.altQuests then
			-- If the quest has an altQuest which was completed on this character, return shared completed
			for i,altQuestID in ipairs(t.altQuests) do
				-- any altQuest completed on this character, return shared completion
				if app.CurrentCharacter.Quests[altQuestID] then
					return 2;
				end
			end
		end
		if Grail then
			-- Import previously completed repeatable quest from Grail addon data
			if Grail:HasQuestEverBeenCompleted(questID) then
				ATTAccountWideData.Quests[questID] = 1;
				app.CurrentCharacter.Quests[questID] = 1;
				return 1;
			end
			-- if not considering account-mode tracking, consider the quest completed once if any altquest was also completed
			if not app.MODE_DEBUG_OR_ACCOUNT and t.altQuests then
				-- If the quest has an altQuest which was completed on this character, return shared completed
				local isCollected;
				for i,altQuestID in ipairs(t.altQuests) do
					-- any altQuest completed on this character, return shared completion
					if Grail:HasQuestEverBeenCompleted(altQuestID) then
						ATTAccountWideData.Quests[altQuestID] = 1;
						app.CurrentCharacter.Quests[altQuestID] = 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[questID] and wqt_local[questID] > 0 then
				ATTAccountWideData.Quests[questID] = 1;
				app.CurrentCharacter.Quests[questID] = 1;
				return 1;
			end

			-- only consider altquest completion if not on account-mode
			if wqt_local and not app.MODE_DEBUG_OR_ACCOUNT and t.altQuests then
				local isCollected;
				for i,altQuestID in ipairs(t.altQuests) do
					-- any altQuest completed on this character, return shared completion
					if wqt_local[altQuestID] and wqt_local[altQuestID] > 0 then
						ATTAccountWideData.Quests[altQuestID] = 1;
						app.CurrentCharacter.Quests[altQuestID] = 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[questID] and wqt_global[questID] > 0 then
				ATTAccountWideData.Quests[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 ATTAccountWideData.Quests[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 ATTAccountWideData.Quests[questID] then
			return 2;
		end
	end
end

-- Quest 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 id then
		local title = QuestUtils_GetQuestName(id);
		if title and title ~= "" then
			-- print("QuestUtils_GetQuestName",id,title)
			rawset(questRetries, id, nil);
			rawset(t, id, title);
			return title
		end

		QuestHarvester:SetOwner(UIParent, "ANCHOR_NONE");
		QuestHarvester:SetHyperlink("quest:"..id);
		title = AllTheThingsQuestHarvesterTextLeft1:GetText();
		-- 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
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 not id then return; end
	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["HEADER_NAMES"][id];
		rawset(t, id, title);
		return title;
	end
end});

-- Search Caching
local searchCache = {};
-- Merges an Object into an existing set of Objects so as to not duplicate any incoming Objects
local MergeObject,
-- Nests an Object under another Object, only creating the 'g' group if necessary
-- ex. NestObject(parent, new, newCreate, index)
NestObject,
-- Merges multiple Objects into an existing set of Objects so as to not duplicate any incoming Objects
-- ex. MergeObjects(group, group2, newCreate)
MergeObjects,
-- Nests multiple Objects under another Object, only creating the 'g' group if necessary
-- ex. NestObjects(parent, group, newCreate)
NestObjects,
-- Nests multiple Objects under another Object using an optional set of functions to determine priority on the adding of objects, only creating the 'g' group if necessary
-- ex. PriorityNestObjects(parent, groups, newCreate, function1, function2, ...)
PriorityNestObjects,
RefreshAchievementCollection = {};
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",
	"factionID",
	"recipeID",
	"spellID",
	"classID",
	"professionID",
	"categoryID",
	"followerID",
	"illusionID",
	"tierID",
	"unit",
	"dungeonID",
	"headerID"
};
local function GetKey(t)
	for _,key in ipairs(keysByPriority) do
		if rawget(t, key) then
			return key;
		end
	end
	for _,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;
		elseif key == "itemID" and t.modItemID and t.modItemID ~= t.itemID then
			hash = key .. t.modItemID;
		elseif key == "creatureID" then
			if t.encounterID then hash = hash .. ":" .. t.encounterID; end
			if t.difficultyID then hash = hash .. "-" .. t.difficultyID; end
		elseif key == "encounterID" then
			if t.creatureID then hash = hash .. ":" .. t.creatureID; 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
		elseif key == "headerID" then
			-- for custom headers, they may be used in conjunction with other bits of data that we don't want to merge together (because it makes no sense)
			-- Separate if using Class requirements
			if t.c then
				for _,class in pairs(t.c) do
					hash = "C" .. class .. hash;
				end
			end
			-- Separate if using Faction/Race requirements
			if t.r then
				hash = "F" .. t.r .. hash;
			elseif t.races then
				for _,race in pairs(t.races) do
					hash = "R" .. race .. hash;
				end
			end
		elseif key == "spellID" and t.itemID then
			-- Some recipes teach the same spell, so need to differentiate by their itemID as well
			hash = hash .. ":" .. t.itemID;
		end
		rawset(t, "hash", hash);
		return hash;
	end
end
app.CreateHash = CreateHash;
MergeObject = function(g, t, index, newCreate)
	if g and t then
		local hash = t.hash;
		-- print("_",hash);
		if hash then
			for i,o in ipairs(g) do
				if o.hash == hash then
					MergeProperties(o, t, true);
					NestObjects(o, t.g, newCreate);
					return o;
				end
			end
		end
		if index then
			tinsert(g, index, newCreate and CreateObject(t) or t);
		else
			tinsert(g, newCreate and CreateObject(t) or t);
		end
	end
end
NestObject = function(p, t, newCreate, index)
	if p and t then
		if p.g then
			MergeObject(p.g, t, index, newCreate);
		elseif newCreate then
			p.g = { CreateObject(t) };
		else
			p.g = { t };
		end
	end
end
MergeObjects = function(g, g2, newCreate)
	if g2 and #g2 > 25 then
		local hashTable,t = {};
		for i,o in ipairs(g) do
			local hash = o.hash;
			if hash then
				hashTable[hash] = o;
			end
		end
		local hash;
		if newCreate then
			for i,o in ipairs(g2) do
				hash = o.hash;
				-- print("_",hash);
				if hash then
					t = hashTable[hash];
					if t then
						MergeProperties(t, o, true);
						NestObjects(t, o.g, newCreate);
					else
						t = CreateObject(o);
						hashTable[hash] = t;
						tinsert(g, t);
					end
				else
					tinsert(g, CreateObject(o));
				end
			end
		else
			for i,o in ipairs(g2) do
				hash = o.hash;
				-- print("_",hash);
				if hash then
					t = hashTable[hash];
					if t then
						MergeProperties(t, o, true);
						NestObjects(t, o.g);
					else
						hashTable[hash] = o;
						tinsert(g, o);
					end
				else
					tinsert(g, o);
				end
			end
		end
	else
		for i,o in ipairs(g2) do
			MergeObject(g, o, nil, newCreate);
		end
	end
end
NestObjects = function(p, g, newCreate)
	if not g or #g == 0 then return; end
	if p.g then
		MergeObjects(p.g, g, newCreate);
	else
		p.g = {};
		MergeObjects(p.g, g, newCreate);
	end
end
PriorityNestObjects = function(p, g, newCreate, ...)
	if not g or #g == 0 then return; end
	local pFuncs = {...};
	if pFuncs[1] then
		-- print("PriorityNestObjects",#pFuncs,"Priorities",#g,"Objects")
		-- setup containers for the priority buckets
		local pBuckets, pBucket, skipped = {};
		for i,_ in ipairs(pFuncs) do
			pBuckets[i] = {};
		end
		-- check each object
		for i,o in ipairs(g) do
			-- check each priority function
			for i,pFunc in ipairs(pFuncs) do
				-- if the function matches, put the object in the bucket
				if pFunc(o) then
					-- print("Matched Priority Function",i,o.key,o.key and o[o.key])
					pBucket = pBuckets[i];
					tinsert(pBucket, o);
					break;
				end
			end
			-- no bucket was found, put in skipped
			if not pBucket then
				-- print("No Priority",o.key,o.key and o[o.key])
				if skipped then tinsert(skipped, o);
				else skipped = { o }; end
			end
			-- reset bucket
			pBucket = nil;
		end
		-- then nest each bucket in order of priority
		for i,pBucket in ipairs(pBuckets) do
			-- print("Nesting Priority Bucket",i,#pBucket)
			NestObjects(p, pBucket, newCreate);
		end
		-- and nest anything skipped
		-- print("Nesting Skipped",skipped and #skipped)
		NestObjects(p, skipped, newCreate);
	else
		NestObjects(p, g, newCreate);
	end
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
				-- account/debug mode is active or it is not a 'saved' thing for this character
				(app.MODE_DEBUG_OR_ACCOUNT or not group.saved))
			) then
			-- print("expanded",group.key,group[group.key]);
			group.expanded = expanded;
			for _,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 _,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 ResolveSymbolicLink;
-- Fills & returns a group with its symlink references, along with all sub-groups recursively if specified
-- This should only be used on a cloned group so the source group is not contaminated
local function FillSymLinks(group, recursive)
	-- if group.key == "itemID" and group.itemID == 138536 then app.DEBUG_PRINT = group; end
	if recursive and group.g then
		for _,s in ipairs(group.g) do
			FillSymLinks(s, recursive);
		end
	end
	if group.sym then
		NestObjects(group, ResolveSymbolicLink(group));
		-- make sure this group doesn't waste time getting resolved again somehow
		group.sym = app.EmptyTable;
	end
	-- if app.DEBUG_PRINT == group then app.DEBUG_PRINT = nil; end
	return group;
end
(function()
local subroutines;
subroutines = {
	["pvp_gear_base"] = function(headerID1, headerID2, headerID3)
		return {
			{"select", "headerID", headerID1 },	-- Select the Expansion header
			{"pop"},	-- Discard the Expansion header and acquire the children.
			{"where", "headerID", headerID2 },	-- Select the Season header
			{"pop"},	-- Discard the Season header and acquire the children.
			{"where", "headerID", headerID3 },	-- Select the Set header
		};
	end,
	["pvp_gear_faction_base"] = function(headerID1, headerID2, headerID3, headerID4)
		return {
			{"select", "headerID", headerID1 },	-- Select the Expansion header
			{"pop"},	-- Discard the Expansion header and acquire the children.
			{"where", "headerID", headerID2 },	-- Select the Season header
			{"pop"},	-- Discard the Season header and acquire the children.
			{"where", "headerID", headerID3 },	-- Select the Faction header
			{"pop"},	-- Discard the Faction header and acquire the children.
			{"where", "headerID", headerID4 },	-- Select the Set header
		};
	end,
	-- Set Gear
	["pvp_set_ensemble"] = function(headerID1, headerID2, headerID3, classID)
		return {
			{"select", "headerID", headerID1 },	-- Select the Expansion header
			{"pop"},	-- Discard the Expansion header and acquire the children.
			{"where", "headerID", headerID2 },	-- Select the Season header
			{"pop"},	-- Discard the Season header and acquire the children.
			{"where", "headerID", 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", "s"},	-- If it has a sourceID, keep it, otherwise throw it away.
		};
	end,
	["pvp_set_faction_ensemble"] = function(headerID1, headerID2, headerID3, headerID4, classID)
		return {
			{"select", "headerID", headerID1 },	-- Select the Expansion header
			{"pop"},	-- Discard the Expansion header and acquire the children.
			{"where", "headerID", headerID2 },	-- Select the Season header
			{"pop"},	-- Discard the Season header and acquire the children.
			{"where", "headerID", headerID3 },	-- Select the Faction header
			{"pop"},	-- Discard the Season header and acquire the children.
			{"where", "headerID", 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", "s"},	-- If it has a sourceID, keep it, otherwise throw it away.
		};
	end,
	-- Weapons
	["pvp_weapons_ensemble"] = function(headerID1, headerID2, headerID3)
		return {
			{"select", "headerID", headerID1 },	-- Select the Expansion header
			{"pop"},	-- Discard the Expansion header and acquire the children.
			{"where", "headerID", headerID2 },	-- Select the Season header
			{"pop"},	-- Discard the Season header and acquire the children.
			{"where", "headerID", headerID3 },	-- Select the Set header
			{"pop"},	-- Discard the Set header and acquire the children.
			{"where", "headerID", -319 },	-- Select the "Weapons" header.
			{"pop"},	-- Discard the class header and acquire the children.
			{"is", "itemID"},
			{"is", "s"},	-- If it has a sourceID, keep it, otherwise throw it away.
		};
	end,
	["pvp_weapons_faction_ensemble"] = function(headerID1, headerID2, headerID3, headerID4)
		return {
			{"select", "headerID", headerID1 },	-- Select the Expansion header
			{"pop"},	-- Discard the Expansion header and acquire the children.
			{"where", "headerID", headerID2 },	-- Select the Season header
			{"pop"},	-- Discard the Season header and acquire the children.
			{"where", "headerID", headerID3 },	-- Select the Faction header
			{"pop"},	-- Discard the Season header and acquire the children.
			{"where", "headerID", headerID4 },	-- Select the Set header
			{"pop"},	-- Discard the Set header and acquire the children.
			{"where", "headerID", -319 },	-- Select the "Weapons" header.
			{"pop"},	-- Discard the class header and acquire the children.
			{"is", "itemID"},
			{"is", "s"},	-- If it has a sourceID, keep it, otherwise throw it away.
		};
	end,
	-- Island Expeditions Sets
	["islandexpeditions_sets"] = function(headerID1, headerID2)
		return {
			{"select", "headerID", -3338 },	-- Select the Island Expeditions header
			{"pop"},	-- Discard the Island Expeditions header and acquire the children.
			{"where", "headerID", -18 },	-- Select the Rewards header
			{"pop"},	-- Discard the Rewards header and acquire the children.
			{"where", "headerID", -3339 },	-- Select the Item Sets header
			{"pop"},	-- Discard the Item Sets header and acquire the children.
			{"where", "headerID", headerID1 },	-- Select the Armor Type header
			{"pop"},	-- Discard the Set header and acquire the children.
			{"where", "headerID", 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", "headerID", -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", "headerID", -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", "headerID", -34},	-- Select only the World Quest Headers
			{"pop"},	-- Discard the World Quest Headers and acquire all of their children.
			{"is", "headerID"},	-- 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, Normal Mode Only Loot for the azerite pieces.
			{"pop"},	-- Discard the Instance Headers and acquire all of their children.
			{"where", "difficultyID", 1},	-- Select only the Normal 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", 1},	-- Normal
		};
	end,
	["bfa_azerite_armor_chest_warfront"] = function()
		return {
			{"select", "headerID", -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", "headerID", -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", "headerID", -903},	-- Select only the Zone Rewards Headers
			{"pop"},	-- Discard the Zone Rewards 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 o.modID == 1 or o.modID == 2; end },
			{ "finalize" },
			{ "subif", "bfa_azerite_armor_chest_warfront", function(o) return o.modID == 5; end },
			{ "finalize" },
			{ "subif", "bfa_azerite_armor_chest_zonedrops", function(o) return not o.modID or (o.modID ~= 1 and o.modID ~= 2 and o.modID ~= 5); end },
			{ "merge" },
		};
	end,
	-- Common Northrend/Cataclysm Recipes Vendor
	["common_recipes_vendor"] = function(npcID)
		return {
			{"select", "creatureID", npcID},	-- Main Vendor
			{"pop"},	-- Remove Main Vendor and push his children into the processing queue.
			{"is", "itemID"},	-- Only Items
			-- Borya <Tailoring Supplies> Cataclysm Tailoring
			{"exclude", "itemID", 6270},	-- Pattern: Blue Linen Vest
			{"exclude", "itemID", 6274},	-- Pattern: Blue Overalls
			{"exclude", "itemID", 10314},	-- Pattern: Lavender Mageweave Shirt
			{"exclude", "itemID", 10317},	-- Pattern: Pink Mageweave Shirt
			{"exclude", "itemID", 5772},	-- Pattern: Red Woolen Bag
			-- Sumi <Blacksmithing Supplies> Cataclysm Blacksmithing
			{"exclude", "itemID", 12162},	-- Plans: Hardened Iron Shortsword
			-- Tamar <Leatherworking Supplies> Cataclysm Leatherworking
			{"exclude", "itemID", 18731},	-- Pattern: Heavy Leather Ball
			-- Kithas <Enchanting Supplies> Cataclysm Enchanting
			{"exclude", "itemID", 6349},	-- Formula: Enchant 2H Weapon - Lesser Intellect
			{"exclude", "itemID", 20753},	-- Formula: Lesser Wizard Oil
			{"exclude", "itemID", 20752},	-- Formula: Minor Mana Oil
			{"exclude", "itemID", 20758},	-- Formula: Minor Wizard Oil
			{"exclude", "itemID", 22307},	-- Pattern: Enchanted Mageweave Pouch
			-- Marith Lazuria <Jewelcrafting Supplies> Cataclysm Jewelcrafting
			-- Shazdar <Sous Chef> Cataclysm Cooking
			-- Tiffany Cartier <Jewelcrafting Supplies> Northrend Jewelcrafting
			-- Timothy Jones <Jewelcrafting Trainer> Northrend Jewelcrafting
		}
	end,
	["common_vendor"] = function(npcID)
		return {
			{"select", "creatureID", npcID},	-- Main Vendor
			{"pop"},	-- Remove Main Vendor and push his children into the processing queue.
			{"is", "itemID"},	-- Only Items
		}
	end,
	-- TW Instance
	["tw_instance"] = function(instanceID)
		return  {
			{"select", "itemID", 133543},			-- Infinite Timereaver
			{"postprocess"},						-- de-duplicate
			{"push", "headerID", -1},				-- Push into 'Common Boss Drops' header
			{"finalize"},							-- capture current results
			{"select", "instanceID", instanceID},	-- select this instance
			{"where", "u", 1016},					-- only the instance which is marked as TIMEWALKING
			{"pop"},								-- pop the instance header
		}
	end,
	-- Wod Dungeon
	["common_wod_dungeon_drop"] = function(difficultyID, headerID)
		return {
			{"select", "headerID", -23},				-- Common Dungeon Drops
			{"pop"},									-- Discard the Header and acquire all of their children.
			{"where", "difficultyID", difficultyID},	-- Normal/Heroic/Mythic/Timewajust 	jsutlking
			{"pop"},									-- Discard the Diffculty Header and acquire all of their children.
			{"where", "headerID", headerID},			-- Head/Shoulder/Chest/Legs/Feet/Wrist/Hands/Waist
			{"pop"},									-- Discard the Header and acquire all of their children.
		}
	end,
	-- Wod Dungeon TW
	["common_wod_dungeon_drop_tw"] = function(difficultyID, headerID)
		return {
			{"select", "headerID", -23},				-- Common Dungeon Drops
			{"where", "u", 1016 },						-- only the Common Dungeon Drops which is marked as TIMEWALKING
			{"pop"},									-- Discard the Header and acquire all of their children.
			{"where", "headerID", headerID},			-- Head/Shoulder/Chest/Legs/Feet/Wrist/Hands/Waist
			{"pop"},									-- Discard the Header and acquire all of their children.
		}
	end,
	-- Pet Battle Rewards
	["common_pb_rewards"] = function(itemID)
		return {
			{"select", "headerID", -796},				-- Pet Battle
			{"pop"},									-- Discard the Header and acquire all of their children.
			{"where", "headerID", -18},					-- REWARDS Header
			{"pop"},									-- Discard the Header and acquire all of their children.
			{"where", "itemID", itemID},				-- Which Container
		}
	end,
	-- Korthian Armaments
	["korthian_armaments"] = function(invtyp)
		return {
			{"select", "itemID", 187187 },				-- Korthian Armaments
			{"pop"},									-- Discard the Item Header and acquire all of their children.
			{"pop"},									-- Discard the Headers and acquire all of their children.
			{"invtype", invtyp },						-- Only slot-specific
		}
	end,
};
local ArrayAppend = app.ArrayAppend;
local function Resolve_Extract(results, group, field)
	if group[field] then
		tinsert(results, group);
	elseif group.g then
		for _,o in ipairs(group.g) do
			Resolve_Extract(results, o, field);
		end
	end
	return results;
end
-- Pops the provided group, returning the results from the combined 'g' and 'sym' properties of the group
local function Resolve_Pop(group)
	local results = {};
	-- insert raw things from this group
	if group.g then
		ArrayAppend(results, group.g);
	end
	-- insert symlinked things from this group
	ArrayAppend(results, ResolveSymbolicLink(group));
	return results;
end
ResolveSymbolicLink = function(o)
	if o and o.sym then
		-- app.DEBUG_PRINT = true;
		local searchResults, finalized = {}, {};
		for j,sym in ipairs(o.sym) do
			local cmd = sym[1];
			-- if app.DEBUG_PRINT then print("sym: '",cmd,"' with [",sym[2],"] & [",sym[3],"] for",o.key,o.key and o[o.key]) end
			if cmd == "select" then
				-- Instruction to search the full database for something.
				local cache = app.SearchForField(sym[2], sym[3]);
				if cache then
					for _,s in ipairs(cache) do
						if s == o or (s.hash and s.hash == o.hash) then
							print("symlink selected itself and will be ignored in results!",o.hash);
						else
							tinsert(searchResults, s);
						end
					end
					-- ArrayAppend(searchResults, cache);
				else
					print("Failed to select ", sym[2], sym[3]);
				end
			elseif cmd == "selectparent" then
				-- Instruction to select the parent object of the parent that owns the symbolic link.
				local cache = sym[2];
				if cache and cache > 0 then
					local parent = o.parent;
					while cache > 1 do
						parent = parent.parent;
						cache = cache - 1;
					end
					if parent then
						tinsert(searchResults, parent);
					else
						print("Failed to select parent " .. sym[2] .. " levels up.");
					end
				else
					-- Select the direct parent object.
					tinsert(searchResults, o.parent);
				end
			elseif cmd == "fill" then
				-- Instruction to fill with identical content cached elsewhere for this group (no symlinks)
				if o.key and o[o.key] then
					local cache = app.SearchForField(o.key, o[o.key]);
					if cache then
						for _,s in ipairs(cache) do
							ArrayAppend(searchResults, s.g);
						end
					end
				end
			elseif cmd == "pop" then
				-- Instruction to "pop" all of the group values up one level.
				local orig = searchResults;
				searchResults = {};
				for _,s in ipairs(orig) do
					ArrayAppend(searchResults, Resolve_Pop(s));
				end
			elseif cmd == "push" then
				-- Instruction to "push" all of the group values into an object as specified
				searchResults = { CreateObject({[sym[2]] = sym[3], g = searchResults }) };
			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 == "extract" then
				-- Instruction to extract all nested results which contain a given field
				local field = sym[2];
				local results = {};
				for _,o in ipairs(searchResults) do
					Resolve_Extract(results, o, field);
				end
				searchResults = results;
			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
						tinsert(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/table 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];
						-- key doesn't exist at all on the result
						if not s[key] then
							table.remove(searchResults, k);
						-- key exists with multiple values on the result
						elseif type(s[key]) == "table" then
							-- none of the values match the contains values
							if not containsAny(clone, s[key]) then
								table.remove(searchResults, k);
							end
						-- key exists with single value on the result
						elseif 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
							-- TEMP logic to allow Ensembles to continue working until they get fixed again...
							if key == "itemID" and s.g and s[key] == o[key] then
								ArrayAppend(searchResults, s.g);
							end
							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.
				ArrayAppend(finalized, searchResults);
				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.
				ArrayAppend(finalized, searchResults);
				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
						ArrayAppend(searchResults, ResolveSymbolicLink(setmetatable({sym=commands}, {__index=o})));
					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.
					local conditionFunction = sym[3];
					if conditionFunction and conditionFunction(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
							ArrayAppend(searchResults, ResolveSymbolicLink(setmetatable({sym=commands}, {__index=o})));
						end
					end
				else
					print("Could not find subroutine", sym[2]);
				end
			end
			-- if app.DEBUG_PRINT then print("Results",searchResults and #searchResults,"from '",cmd,"' with [",sym[2],"] & [",sym[3],"] for",o.key,o.key and o[o.key]) 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 _,s in ipairs(searchResults) do
				-- if somehow the symlink pulls in the same item as used as the source of the symlink, then skip putting it in the final group
				if s == o or (s.hash and s.hash == o.hash) then
					print("Symlink group pulled itself into final group!",o.key,o.key and o[o.key])
				else
					tinsert(finalized, s);
				end
			end
		end
		-- if app.DEBUG_PRINT then print("Forced Finalize",o.key,o.key and o[o.key],#finalized) end

		-- If we had any finalized search results, then clone all the records and return it.
		if #finalized > 0 then
			local cloned = {};
			MergeObjects(cloned, finalized, true);
			-- if app.DEBUG_PRINT then print("Symbolic Link for", o.key,o.key and o[o.key], "contains", #cloned, "values after filtering.") end
			-- if any symlinks are left at the lowest level, go ahead and fill them
			for _,s in ipairs(cloned) do
				FillSymLinks(s);
			end
			return cloned;
		else
			-- if app.DEBUG_PRINT then print("Symbolic Link for ", o.key, " ",o.key and o[o.key], " contained no values after filtering.") end
		end
	end
end
end)();
local function BuildContainsInfo(item, entries, indent, layer)
	if item and item.g then
		for i,group in ipairs(item.g) do
			-- If there's progress to display, then let's summarize a bit better.
			if group.visible then
				-- Insert into the display.
				-- if app.DEBUG_PRINT then print("INCLUDE",app.DEBUG_PRINT,GetProgressTextForRow(group),group.hash,group.key,group.key and group[group.key]) end
				local o = { group = group, right = GetProgressTextForRow(group) };
				local indicator = app.GetIndicatorIcon(group);
				o.prefix = indicator and (string.sub(indent, 4) .. "|T" .. indicator .. ":0|t ") or indent;
				tinsert(entries, o);

				-- Only go down one more level.
				if layer < 4
					-- if there are sub groups
					and group.g and #group.g > 0
					-- not for things with a parent unless the parent has no difficultyID
					and (not group.parent or not group.parent.difficultyID)
					then
					BuildContainsInfo(group, entries, indent .. "  ", layer + 1);
				end
			-- else
			-- 	if app.DEBUG_PRINT then print("EXCLUDE",app.DEBUG_PRINT,GetProgressTextForRow(group),group.hash,group.key,group.key and group[group.key]) end
			end
		end
	end
end
-- ItemID's which should be skipped when filling purchases with certain levels of 'skippability'
app.SkipPurchases = {
	[-1] = 0,	-- Whether to skip certain cost items
	[137642] = 2,	-- Mark of Honor
	[21100] = 1,	-- Coin of Ancestry
	[23247] = 1,	-- Burning Blossom
	[49927] = 1,	-- Love Token
}
-- Allows for toggling whether the SkipPurchases should be used or not
app.SetSkipPurchases = function(level)
	-- print("SkipPurchases exclusion",level)
	app.SkipPurchases[-1] = level;
end
-- Fills & returns a group with its 'cost' references, along with all sub-groups recursively if specified
-- This should only be used on a cloned group so the source group is not contaminated
-- The 'cost' of the group will be removed afterward so as to not double the tooltip info for the item
local function FillPurchases(group, depth)
	-- default to 2 levels of filling, i.e. 0) Raid Essence -> 1) Tier Token -> 2) Item
	depth = depth or 2;
	if depth <= 0 then return; end
	-- do not fill purchases on certain items, can skip the skip though based on a level
	if (app.SkipPurchases[-1] or 0) < (app.SkipPurchases[group.itemID or -1] or 0) then return; end
	-- do not fill 'saved' groups, or groups directly under saved groups unless in Acct or Debug mode
	if not app.MODE_DEBUG_OR_ACCOUNT then
		if group.saved then return; end
		local rawParent = rawget(group, "parent");
		if rawParent and rawParent.saved then return; end
	end
	-- if app.DEBUG_PRINT then print("FillPurchases",group.modItemID,group.currencyID,depth) end

	local collectibles = group.costCollectibles or (group.collectibleAsCost and group.costCollectibles or group.costCollectibles);
	if collectibles and #collectibles > 0 then
		-- Nest new copies of the cost collectible objects of this group under itself
		local usedToBuy = app.CreateNPC(-2, { ["text"] = L["CURRENCY_FOR"] } );
		NestObject(group, usedToBuy);
		PriorityNestObjects(usedToBuy, collectibles, true, app.RecursiveGroupRequirementsFilter);
		-- if app.DEBUG_PRINT then print("Filled",#collectibles,"under",group.key,group.key and group[group.key],"as",#usedToBuy.g,"unique groups") end
		-- reduce the depth by one since a cost has been filled
		depth = depth - 1;
		-- mark this group as no-longer collectible as a cost since its collectible contents have been filled under itself
		group.collectibleAsCost = false;
	end
	-- Fill Purchases of sub-groups
	if group.g then
		for _,s in ipairs(group.g) do
			FillPurchases(s, depth);
		end
	end
	return group;
end
local function GetCachedSearchResults(search, method, paramA, paramB, ...)
	if not search or search:find("%[]") then return; end
	local now = time();
	local cache = searchCache[search];
	if cache and (now - cache[1]) < cache[2] then return cache[3]; end

	-- This method can be called nested, and some logic should only process for the initial call
	local topLevelSearch;
	if not app.InitialCachedSearch then
		-- print("TopLevelSearch",paramA,paramB)
		wipe(app.BuildCrafted_IncludedItems);
		wipe(app.ExpandSubGroups_IncludedItems);
		app.InitialCachedSearch = search;
		topLevelSearch = true;
	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 rawlink;
	-- Store the raw search link if no paramB
	if paramB then paramB = tonumber(paramB);
	else rawlink = paramA; end
	local group, a, b = method(paramA, paramB, ...);
	-- print("Raw Search",search,a,b,group and #group, ...);
	if not group then group = {}; end
	if a then paramA = a; end
	if b then paramB = b; end

	-- 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
		end
	elseif paramA == "achievementID" then
		local regroup = {};
		local criteriaID = ...;
		for i,j in ipairs(group) do
			if j.criteriaID == criteriaID then
				-- Don't do anything for things linked to maps/with no parents since it will show everything from the map in the tooltip...
				if j.mapID or not j.parent or not j.parent.parent then
					tinsert(regroup, setmetatable({["g"] = {}}, { __index = j }));
				else
					tinsert(regroup, j);
				end
			end
		end

		group = regroup;
	elseif paramA == "azeriteEssenceID" then
		local regroup = {};
		local rank = ...;
		if app.MODE_ACCOUNT 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.MODE_ACCOUNT 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.MODE_ACCOUNT 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, modID, bonusID, itemString;
		if not paramB then
			itemString = string.match(paramA, "item[%-?%d:]+");
			if itemString then
				sourceID = GetSourceID(paramA);
				-- print("ParamA SourceID",sourceID,paramA)
				if app.Settings:GetTooltipSetting("itemString") then tinsert(info, { left = itemString }); end
				local _, itemID2, enchantId, gemId1, gemId2, gemId3, gemId4, suffixId, uniqueId, linkLevel, specializationID, upgradeId, linkModID, numBonusIds, bonusID1 = strsplit(":", itemString);
				if itemID2 then
					itemID = tonumber(itemID2);
					modID = tonumber(linkModID) or 0;
					if modID == 0 then modID = nil; end
					bonusID = (tonumber(numBonusIds) or 0) > 0 and tonumber(bonusID1) or 3524;
					if bonusID == 3524 then bonusID = nil; end
					paramA = "itemID";
					paramB = GetGroupItemIDWithModID(nil, itemID, modID, bonusID) or itemID;
				end
				if #group > 0 then
					for i,j in ipairs(group) do
						if j.modItemID == paramB then
							if j.u and j.u == 2 and (not app.IsBoP(j)) and (tonumber(numBonusIds) or 0) > 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 should only be the itemID, not including modID
			itemID = GetItemIDAndModID(paramB) or paramB;
		end

		if itemID then
			-- Merge the source group for all matching Sources of the search results
			local sourceGroup = {};
			for i,j in ipairs(group.g or group) do
				-- print("sourceGroup?",j.key,j.key and j[j.key],j.modItemID)
				if sourceID and GroupMatchesParams(j, "s", sourceID) then
					-- print("sourceID match",sourceID)
					MergeProperties(sourceGroup, j);
				elseif GroupMatchesParams(j, paramA, paramB) then
					-- print("exact match",paramA,paramB)
					MergeProperties(sourceGroup, j, true);
				elseif GroupMatchesParams(j, paramA, paramB, true) then
					-- print("match",paramA,paramB)
					MergeProperties(sourceGroup, j, true);
				end
			end

			-- Show the unobtainable source text, if necessary.
			if sourceGroup.key then
				-- Acquire the SourceID if it hadn't been determined yet.
				if not sourceID and sourceGroup.link then
					sourceID = GetSourceID(sourceGroup.link) or sourceGroup.s;
				end
			else
				sourceGroup.missing = true;
			end

			if sourceID then
				local sourceInfo = C_TransmogCollection_GetSourceInfo(sourceID);
				if sourceInfo and (sourceInfo.quality or 0) > 1 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 and not sourceGroup.missing then
									if app.Settings:GetTooltipSetting("IncludeOriginalSource") then
										local link = sourceGroup.link or sourceGroup.silentLink;
										if not link then
											link = RETRIEVING_DATA;
											working = true;
										end
										if sourceGroup.u then
											local texture = GetUnobtainableTexture(sourceGroup);
											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(ATTAccountWideData.Sources[sourceID])});
									end
								else
									local otherATTSources = app.SearchForField("s", otherSourceID);
									if otherATTSources then
										local otherATTSource;
										if #otherATTSources == 1 then
											otherATTSource = otherATTSources[1];
										else
											otherATTSource = {};
											for _,o in ipairs(otherATTSources) do
												MergeProperties(otherATTSource, o);
											end
										end

										-- Only show Shared Appearances that match the requirements for this class to prevent people from assuming things.
										if (sourceGroup.f == otherATTSource.f or sourceGroup.f == 2 or otherATTSource.f == 2) and not otherATTSource.nmc and not otherATTSource.nmr then
											local link = otherATTSource.link or otherATTSource.silentLink;
											local otherItemID = otherATTSource.itemID or otherATTSource.silentItemID;
											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 (" (" .. (otherItemID or "???") .. (otherATTSource.modID and (":" .. otherATTSource.modID) 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
											text = " |CFFFF0000!|r " .. link .. (app.Settings:GetTooltipSetting("itemID") and (" (" .. (otherSourceID == sourceID and "*" or otherSource.itemID or "???") .. ")") or "");
											if otherSource.isCollected then ATTAccountWideData.Sources[otherSourceID] = 1; end
											tinsert(info, { left = text	.. " |CFFFF0000(" .. (link == RETRIEVING_DATA and "INVALID BLIZZARD DATA " or "MISSING IN ATT ") .. otherSourceID .. ")|r", right = GetCollectionIcon(otherSource.isCollected)});	-- This is debug info for contribs, do not localize it
										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 and not sourceGroup.missing then
									if app.Settings:GetTooltipSetting("IncludeOriginalSource") then
										local link = sourceGroup.link or sourceGroup.silentLink;
										if not link then
											link = RETRIEVING_DATA;
											working = true;
										end
										if sourceGroup.u then
											local texture = GetUnobtainableTexture(sourceGroup);
											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(ATTAccountWideData.Sources[sourceID])});
									end
								else
									local otherATTSources = app.SearchForField("s", otherSourceID);
									if otherATTSources then
										local otherATTSource;
										if #otherATTSources == 1 then
											otherATTSource = otherATTSources[1];
										else
											otherATTSource = {};
											for _,o in ipairs(otherATTSources) do
												MergeProperties(otherATTSource, o);
											end
										end

										-- Show information about the appearance:
										local failText = "";
										local link = otherATTSource.link or otherATTSource.silentLink;
										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 "???") .. (otherATTSource.modID and (":" .. otherATTSource.modID) 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 sourceGroup.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 .. L["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 and (otherSource.quality or 0) > 1 then
											local link = select(2, GetItemInfo(otherSource.itemID));
											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 ATTAccountWideData.Sources[otherSourceID] = 1; end
											tinsert(info, { left = text	.. " |CFFFF0000(" .. (link == RETRIEVING_DATA and "INVALID BLIZZARD DATA " or "MISSING IN ATT ") .. otherSourceID .. ")|r", right = GetCollectionIcon(otherSource.isCollected)});	-- This is debug info for contribs, do not localize it
										end
									end
								end
							end
						end
					end

					-- Special case to double-check VisualID collection in Unique/Main modes because blizzard doesn't return consistent data
					-- non-collected SourceID, non-collected* for Account, and in Unique Mode
					if not sourceInfo.isCollected and not rawget(ATTAccountWideData.Sources, sourceID) and not app.Settings:Get("Completionist") then
						local collected = app.ItemSourceFilter(sourceInfo);
						if collected then
							-- if this is true here, that means C_TransmogCollection_GetAllAppearanceSources() for this SourceID's VisualID
							-- does not return this SourceID, so it doesn't get flagged by the refresh logic and we need to track it manually for
							-- this Account as being 'collected'
							tinsert(info, { left = Colorize(L["ADHOC_UNIQUE_COLLECTED_INFO"], "ffe35832") });
							-- if the tooltip immediately refreshes for whatever reason the
							-- store this SourceID as being collected* so it can be properly collected* during force refreshes in the future without requiring a tooltip search
							if not ATTAccountWideData.BrokenUniqueSources then ATTAccountWideData.BrokenUniqueSources = {}; end
							local uniqueSources = ATTAccountWideData.BrokenUniqueSources;
							rawset(uniqueSources, sourceID, 1);
						end
					end

					if app.IsReady and sourceGroup.missing then
						tinsert(info, { left = Colorize("Item Source not found in the " .. app.Version .. " database.\n" .. L["SOURCE_ID_MISSING"], "ffff0000") });	-- Do not localize first part of the message, it is for contribs
						tinsert(info, { left = Colorize(sourceID .. ":" .. tostring(sourceInfo.visualID), "ffe35832") });
						tinsert(info, { left = Colorize(itemString, "ffe35832") });
					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 modID and app.Settings:GetTooltipSetting("modID") then tinsert(info, { left = "Mod ID", right = tostring(modID) }); end
			if bonusID and app.Settings:GetTooltipSetting("bonusID") then tinsert(info, { left = "Bonus ID", right = tostring(bonusID) }); end
			if app.Settings:GetTooltipSetting("SpecializationRequirements") then
				local specs = GetFixedItemSpecInfo(itemID);
				-- specs is already filtered/sorted to only current class
				if specs and #specs > 0 then
					tinsert(info, { right = GetSpecsString(specs, true, true) });
				elseif sourceID then
					tinsert(info, { right = L["NOT_AVAILABLE_IN_PL"] });
				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 = app.CurrentCharacter.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, text = {};
		local unfiltered, uTexture = {};
		local showUnsorted = app.Settings:GetTooltipSetting("SourceLocations:Unsorted");
		local showCompleted = app.Settings:GetTooltipSetting("SourceLocations:Completed");
		local wrap = app.Settings:GetTooltipSetting("SourceLocations:Wrapping");
		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))
				and not app.HasCost(j, paramA, paramB)
				and not app.RecursiveFirstParentWithField(j, "sourceIgnored")
				then
				text = BuildSourceText(paramA ~= "itemID" and j.parent or j, paramA ~= "itemID" and 1 or 0);
				if showUnsorted or (not string.match(text, L["UNSORTED_1"]) and not string.match(text, L["HIDDEN_QUEST_TRIGGERS"])) then
					for source,replacement in pairs(abbrevs) do
						text = string.gsub(text, source, replacement);
					end
					-- doesn't meet current unobtainable filters
					if not app.RecursiveUnobtainableFilter(j) then
						tinsert(unfiltered, text .. " |TInterface\\FriendsFrame\\StatusIcon-DnD:0|t");
					-- from obtainable, different character source
					elseif not app.RecursiveClassAndRaceFilter(j) then
						tinsert(temp, text .. " |TInterface\\FriendsFrame\\StatusIcon-Away:0|t");
					else
						-- check if this needs an unobtainable icon even though it's being shown
						uTexture = GetUnobtainableTexture(j.u or app.RecursiveFirstParentWithField(j.parent, "u"));
						-- add the texture to the source line
						if uTexture then
							text = text .. " |T" .. uTexture .. ":0|t";
						end
						tinsert(temp, text);
					end
				end
			end
		end
		-- if in Debug or no sources visible, add any unfiltered sources
		if app.MODE_DEBUG or (#temp < 1 and not (paramA == "creatureID" or paramA == "encounterID")) then
			for _,j in ipairs(unfiltered) do
				tinsert(temp, j);
			end
		end
		if #temp > 0 then
			local listing = {};
			local maximum = app.Settings:GetTooltipSetting("Locations");
			insertionSort(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, L["AND_"] .. (count - maximum) .. L["_OTHER_SOURCES"] .. "...");
			end
			for i,text in ipairs(listing) do
				if not working and text:find(RETRIEVING_DATA) then working = true; end
				local left, right = strsplit(DESCRIPTION_SEPARATOR, text);
				tinsert(info, 1, { left = left, right = right, wrap = wrap });
			end
		end
	end

	-- Create an unlinked version of the object.
	if not group.g then

		-- Clone all the groups so that things don't get modified in the Source
		local cloned = {};
		for _,o in ipairs(group) do
			tinsert(cloned, CreateObject(o));
		end
		-- replace the Source references with the cloned references
		group = cloned;
		-- Find or Create the root group for the search results, and capture the results which need to be nested instead
		local root;
		local nested = {};
		-- print("Find Root for",paramA,paramB);
		-- check for Item groups in a special way to account for extra ID's
		if paramA == "itemID" then
			local refinedMatches = app.GroupBestMatchingItems(group, paramB);
			if refinedMatches then
				-- move from depth 3 to depth 1 to find the set of items which best matches for the root
				for depth=3,1,-1 do
					if refinedMatches[depth] then
						-- print("refined",depth,#refinedMatches[depth])
						if not root then
							for _,o in ipairs(refinedMatches[depth]) do
								-- object meets filter criteria and is exactly what is being searched
								if app.RecursiveGroupRequirementsFilter(o) then
									-- print("filtered root");
									if root then
										local otherRoot = root;
										-- print("replace root",otherRoot.key,otherRoot[otherRoot.key]);
										root = o;
										MergeProperties(root, otherRoot);
										-- previous root content will be nested after
										if otherRoot.g then
											MergeObjects(nested, otherRoot.g);
										end
									else
										root = o;
									end
								else
									-- print("unfiltered root",o.key,o[o.key],o.modItemID,paramB);
									if root then MergeProperties(root, o, true);
									else root = o; end
								end
							end
						else
							for _,o in ipairs(refinedMatches[depth]) do
								-- Not accurate matched enough to be the root, so it will be nested
								-- print("nested")
								tinsert(nested, o);
							end
						end
					end
				end
			end
		else
			for _,o in ipairs(group) do
				-- If the obj "is" the root obj
				-- print(o.key,o[o.key],o.modItemID,"=parent>",o.parent and o.parent.key,o.parent and o.parent.key and o.parent[o.parent.key]);
				if GroupMatchesParams(o, paramA, paramB) then
					-- object meets filter criteria and is exactly what is being searched
					if app.RecursiveGroupRequirementsFilter(o) then
						-- print("filtered root");
						if root then
							local otherRoot = root;
							-- print("replace root",otherRoot.key,otherRoot[otherRoot.key]);
							root = o;
							MergeProperties(root, otherRoot);
							-- previous root content will be nested after
							if otherRoot.g then
								MergeObjects(nested, otherRoot.g);
							end
						else
							root = o;
						end
					else
						-- print("unfiltered root",o.key,o[o.key],o.modItemID,paramB);
						if root then MergeProperties(root, o, true);
						else root = o; end
					end
				else
					-- Not the root, so it will be nested
					-- print("nested")
					tinsert(nested, o);
				end
			end
		end
		if not root then
			-- print("Create New Root",paramA,paramB)
			root = CreateObject({ [paramA] = paramB });
		end
		-- If rawLink exists, import it into the root
		if rawlink then
			app.ImportRawLink(root, rawlink);
		end
		-- Ensure the param values are consistent with the new root object values (basically only affects creatureID)
		paramA, paramB = root.key, root[root.key];
		-- Special Case for itemID, need to use the modItemID for accuracy in item matching
		if paramA == "itemID" then
			paramB = root.modItemID or paramB;
		end
		-- print("Root",root.key,root[root.key],root.modItemID);
		-- app.PrintTable(root)
		-- print("Root Collect",root.collectible,root.collected);
		-- print("params",paramA,paramB);
		-- print(#nested,"Nested total");
		-- Nest the objects by matching filter priority if it's not a currency
		if paramA ~= "currencyID" then
			PriorityNestObjects(root, nested, nil, app.RecursiveGroupRequirementsFilter);
		else
			-- do roughly the same logic for currency, but will not add the skipped objects afterwards
			local added = {};
			for i,o in ipairs(nested) do
				-- 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])
					tinsert(added, o);
				end
			end
			-- Nest the added objects
			NestObjects(root, added);
		end
		if not root.g then root.g = {}; end
		-- Single group which matches the root, then collapse it
		-- This could only happen if a Thing is literally listed underneath itself...
		if #root.g == 1 then
			local o = root.g[1];
			-- print("Check Single",root.key,root[root.key],root[o.key],o.key,o[o.key],o[root.key])
			-- TODO: find an example which tests this... may not be possible with above logic
			if (root[o.key] == o[o.key]) or (root[root.key] == o[root.key]) then
				-- print("Single group")
				root = o;
			end
		end

		-- Replace as the group
		group = root;
		-- Ensure no weird parent references attached to the base search result
		group.parent = nil;

		-- print(group.g and #group.g,"Merge total");
		-- print("Final Group",group.key,group[group.key],group.collectible,group.collected,group.parent,group.sourceParent,rawget(group, "parent"),rawget(group, "sourceParent"));
		-- print("Group Type",group.__type)

		-- 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

		-- Resolve Cost, but not if the search itself was skipped (Mark of Honor)
		if method ~= app.EmptyFunction then
			-- app.DEBUG_PRINT = group.key .. ":" .. group[group.key];
			-- Fill Purchases of this Thing
			-- print("Fill Purchases")
			FillPurchases(group);
			-- app.PrintGroup(group)

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

			-- Expand any things requiring this group
			-- TODO: is this necessary anymore? can't think of a situation to properly test it
			-- it causes weird nesting results for ToV Ensembles due to non-modID items
			-- app.ExpandSubGroups(group);

			-- Append currency info to any orphan currency groups
			app.BuildCurrencies(group);

			-- print("Resolve Root",group.key,group[group.key])
			-- Resolve symbolic links for the group
			FillSymLinks(group, true);
			-- app.DEBUG_PRINT = nil;
		end

		-- Only need to build/update groups from the top level
		if topLevelSearch then

			BuildGroups(group, group.g);
			app.TopLevelUpdateGroup(group);
		end
	end

	-- Add various text to the group now that it has been consolidated from all sources
	if group.isLimited then
		tinsert(info, 1, { left = L.LIMITED_QUANTITY, wrap = false, color = "ff66ccff" });
	end
	-- Description for Items
	if group.lore and app.Settings:GetTooltipSetting("Lore") then
		tinsert(info, 1, { left = group.lore, wrap = true, color = "ff66ccff" });
	end
	if group.description and app.Settings:GetTooltipSetting("Descriptions") then
		tinsert(info, 1, { left = group.description, wrap = true, color = "ff66ccff" });
	end
	if group.u and (not group.crs or group.itemID or group.s) then
		tinsert(info, { left = L["UNOBTAINABLE_ITEM_REASONS"][group.u][2] });
	end
	-- Pet Battles
	if group.pb then
		tinsert(info, { left = L["REQUIRES_PETBATTLES"] });
	end
	-- PvP
	if group.pvp then
		tinsert(info, { left = L["REQUIRES_PVP"] });
	end
	if paramA == "itemID" and paramB == 137642 then
		if app.Settings:GetTooltipSetting("SummarizeThings") then
			tinsert(info, 1, { left = L["MARKS_OF_HONOR_DESC"], wrap = false, color = "ffff8426" });
		end
	end
	-- an item used for a faction which is repeatable
	if group.itemID and group.factionID and group.repeatable then
		tinsert(info, { left = L["ITEM_GIVES_REP"] .. (select(1, GetFactionInfoByID(group.factionID)) or ("Faction #" .. tostring(group.factionID))) .. "'", wrap = true, color = "ff66ccff" });
	end

	if topLevelSearch and group.g and #group.g > 0 then
		if app.Settings:GetTooltipSetting("SummarizeThings") then
			local entries, left, right = {};
			-- app.DEBUG_PRINT = "CONTAINS-" .. group.key .. group[group.key];
			BuildContainsInfo(group, entries, "  ", app.noDepth and 99 or 1);
			-- app.DEBUG_PRINT = nil;
			if #entries > 0 then
				-- print("#entries",#entries);
				tinsert(info, { left = L["CONTAINS"] });
				local containCount, item, group = math.min(app.Settings:GetTooltipSetting("ContainsCount") or 25, #entries);
				local RecursiveParentField, SearchForObject = app.RecursiveFirstParentWithField, app.SearchForObject;
				for i=1,containCount do
					item = entries[i];
					group = item.group;
					left = group.text or RETRIEVING_DATA;
					if not working and (left == RETRIEVING_DATA or left:find("%[]")) then working = true; end

					-- If this group has a specific Class requirement and is not itself a 'Class' header, tack that on as well
					if group.c and group.key ~= "classID" and #group.c == 1 then
						local class = GetClassInfo(group.c[1]);
						left = left .. " [" .. app.TryColorizeName(group, class) .. "]";
					end
					if group.icon then item.prefix = item.prefix .. "|T" .. group.icon .. ":0|t "; end

					-- If this group has specialization requirements, let's attempt to show the specialization icons.
					right = item.right;
					local specs = group.specs;
					if specs and #specs > 0 then
						right = GetSpecsString(specs, false, false) .. right;
					end
					-- If this group has customCollect requirements, list them for clarity
					if group.customCollect then
						for i,c in ipairs(group.customCollect) do
							local icon_color_str = L["CUSTOM_COLLECTS_REASONS"][c]["icon"].." |c"..L["CUSTOM_COLLECTS_REASONS"][c]["color"]..L["CUSTOM_COLLECTS_REASONS"][c]["text"];
							if i > 1 then
								right = icon_color_str .. " / " .. right;
							else
								right = icon_color_str .. "  " .. right;
							end
						end
					end
					-- If this group is an Item, show additional Source information for that Item (since it needs to be acquired in a specific location most-likely)
					if group.itemID and paramA ~= "npcID" and paramA ~= "encounterID" then
						-- Add the Zone name
						local field, id;
						for _,v in ipairs({"professionID","mapID","maps","instanceID","npcID","questID"}) do
							if not field then
								id = RecursiveParentField(group, v);
								-- print("check",v,id)
								if id then field = v; end
							end
						end
						local locationGroup, locationName;
						-- convert maps
						if field == "maps" then
							-- if only a few maps, list them all
							local count = #id;
							if count == 1 then
								id = id[1];
								locationGroup = C_Map_GetMapInfo(id);
								locationName = locationGroup and (locationGroup.name or locationGroup.text);
							else
								local mapsConcat, names, name = {}, {};
								for i=1,count,1 do
									name = C_Map_GetMapInfo(id[i]).name;
									if not names[name] then
										names[name] = true;
										tinsert(mapsConcat, name);
									end
								end
								-- up to 3 unqiue map names displayed
								if #mapsConcat < 4 then
									locationName = app.TableConcat(mapsConcat, nil, nil, "/");
								else
									mapsConcat[4] = "+++";
									locationName = app.TableConcat(mapsConcat, nil, nil, "/", 1, 4);
								end
							end
						else
							locationGroup = SearchForObject(field, id) or (id and field == "mapID" and C_Map_GetMapInfo(id));
							locationName = locationGroup and (locationGroup.name or locationGroup.text);
						end
						-- print("contains info",group.itemID,field,id,locationGroup,locationName)
						if locationName then
							-- Add the immediate parent group Vendor name
							local rawParent, sParent = rawget(group, "parent"), group.sourceParent;
							-- the source group is different from the raw parent and the search context, then show the source parent text for reference
							if sParent and sParent.text and not GroupMatchesParams(rawParent, sParent.key, sParent[sParent.key]) and not GroupMatchesParams(sParent, paramA, paramB) then
								right = locationName .. " > " .. sParent.text .. " " .. right;
							else
								right = locationName .. " " .. right;
							end
						-- else
							-- print("No Location name for item",group.itemID,id,field)
						end
					end
					-- If this group is an Achievement Criteria (whose raw parent is not the Achievement) then show the Achievement
					if group.criteriaID and group.achievementID then
						local rawParent = rawget(group, "parent");
						if not rawParent or rawParent.achievementID ~= group.achievementID then
							local critAch = SearchForObject("achievementID", group.achievementID);
							left = left .. " > " .. critAch.text;
						end
					end
					tinsert(info, { left = item.prefix .. left, right = right });
				end
				if #entries - containCount > 0 then
					tinsert(info, { left = L["AND_"] .. (#entries - containCount) .. L["_MORE"] .. "..." });
				end
			end
		end
	end

	-- If the item is a recipe, then show which characters know this recipe.
	if group.spellID and group.filterID ~= 100 and group.collectible and app.Settings:GetTooltipSetting("KnownBy") then
		local knownBy = {};
		for guid,character in pairs(ATTCharacterData) do
			if character.Spells and character.Spells[group.spellID] then
				tinsert(knownBy, character);
			end
		end
		if #knownBy > 0 then
			insertionSort(knownBy, function(a, b) return (a.name or "") < (b.name or ""); end);
			local desc = L["KNOWN_BY"] .. app.TableConcat(knownBy, "text", "??", ", ");
			tinsert(info, { left = string.gsub(desc, "-" .. GetRealmName(), ""), 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 (group.key ~= "spellID" or group.collectible) then
		group.collectionText = (app.Settings:GetTooltipSetting("ShowIconOnly") and GetProgressTextForRow or GetProgressTextForTooltip)(group);
	end

	-- If there was any informational text generated, then attach that info.
	if #info > 0 then
		group.tooltipInfo = info;
		for _,item in ipairs(info) do
			if item.color then item.a, item.r, item.g, item.b = HexToARGB(item.color); end
		end
	end

	-- delete sub-groups if there are none
	if group.g and #group.g == 0 then
		group.g = nil;
	end

	-- Cache the result for a while depending on if there is more work to be done.
	group.isSearchResult = true;
	group.working = working;
	cache[2] = (working and 0.01) or 100000000;
	-- if working then print("still working...")
	-- else print("Cached Search",search,paramA,paramB,group.tooltipInfo and #group.tooltipInfo); end
	cache[3] = group;

	-- Check if finally leaving the top-level search
	if topLevelSearch then
		--[[
		if not working then
			print("TopLevelSearch-Done",search,group.text or (group.key and group.key .. group[group.key]),group)
		end--]]
		group.isBaseSearchResult = true;
		app.InitialCachedSearch = nil;
	end
	return group;
end
app.BuildCrafted_IncludedItems = {};
-- Appends sub-groups into the item group based on what the item is used to craft (via ReagentCache)
app.BuildCrafted = function(item)
	local itemID = item.itemID;
	if not itemID then return; end
	-- track the starting item
	app.BuildCrafted_IncludedItems[itemID] = true;
	-- print("marked",itemID)
	local reagentCache = app.GetDataSubMember("Reagents", itemID);
	if reagentCache then
		-- print("BuildCrafted Reagent",itemID)
		-- check if the item is BoP and needs skill filtering for current character, or debug mode
		local filterSkill = not app.MODE_DEBUG and (app.IsBoP(item) or select(14, GetItemInfo(itemID)) == 1);

		local craftableItemIDs = {};
		-- item is BoP
		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);
				-- TODO: review how this can be nil
				if craftedItemID and not craftableItemIDs[craftedItemID] and not app.BuildCrafted_IncludedItems[craftedItemID] then
					-- 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
								craftableItemIDs[craftedItemID] = true;
							end
						else
						-- recipe without any skill requirement? weird...
							craftableItemIDs[craftedItemID] = true;
						end
					end
				end
			end
		-- item is BoE
		else
			-- Can otherwise simply iterate over the set of crafted items and add them
			for craftedItemID,count in pairs(reagentCache[2]) do
				if craftedItemID then
					craftableItemIDs[craftedItemID] = true;
				end
			end
		end
		-- Now that all craftable items have been collected, pop their search results into the sub-group of the Item
		-- This will include the craftable items of those items as well if any
		local search;
		local basicItemIDs = {};
		for craftedItemID,_ in pairs(craftableItemIDs) do
			-- Each item has potential to add a crafted item which is already listed in the set of craftable items, so have to check again
			if not app.BuildCrafted_IncludedItems[craftedItemID] then
				-- sub-crafted reagents are processed first
				if app.GetDataSubMember("Reagents", craftedItemID) then
					-- print("reagentItem",craftedItemID)
					search = GetCachedSearchResults("itemID:" .. tostring(craftedItemID), app.SearchForField, "itemID", craftedItemID);
					if search then
						-- dont replicate any sub-groups in lower-level crafts
						-- probably don't need to recursively do this...
						if search.g then
							for _,sub in pairs(search.g) do
								if sub.itemID then
									app.BuildCrafted_IncludedItems[sub.itemID] = true;
								end
							end
						end
						NestObject(item, search);
					end
				else
					basicItemIDs[craftedItemID] = true;
				end
			end
		end
		-- Now process the craftable reagents so we don't insert duplicate groups
		for basicItemID,_ in pairs(basicItemIDs) do
			-- Each item has potential to add a crafted item which is already listed in the set of craftable items, so have to check again
			if not app.BuildCrafted_IncludedItems[basicItemID] then
				-- print("basicItem",basicItemID)
				search = GetCachedSearchResults("itemID:" .. tostring(basicItemID), app.SearchForField, "itemID", basicItemID);
				if search then
					-- dont replicate any sub-groups in lower-level crafts
					-- probably don't need to recursively do this...
					if search.g then
						for _,sub in pairs(search.g) do
							if sub.itemID then
								app.BuildCrafted_IncludedItems[sub.itemID] = true;
							end
						end
					end
					NestObject(item, search);
				end
			end
		end
	end
end
app.ExpandSubGroups_IncludedItems = {};
-- Appends sub-groups into the item group based on what is required to have this item (cost, source sub-group)
app.ExpandSubGroups = function(item)
	local itemID = item.modItemID or item.itemID;
	if not itemID or itemID < 1 or not item.g then return; end

	-- print("ExpandSubGroups",itemID);
	if not app.ExpandSubGroups_IncludedItems[itemID] then
		-- track the starting item
		app.ExpandSubGroups_IncludedItems[itemID] = true;
		local count, modItemID, clone = #item.g;
		-- only loop thru existing items in case somehow more show up
		for i=1,count do
			-- only expand sub-items
			local sub = item.g[i];
			if sub.itemID
				and (not sub.filterID or sub.filterID ~= 109)	-- do not expand heirloom items
			then
				modItemID = GetGroupItemIDWithModID(sub);
				-- print("Search sub",modItemID)
				-- find a reference to the item in the DB and add it to the group
				clone = GetCachedSearchResults("itemID:" .. tostring(modItemID), app.SearchForField, "itemID", modItemID)
				if clone then
					if not clone.g then
						clone.total = nil;
						clone.progress = nil;
					end

					-- merge the expanded group into the table of expanded groups
					-- if MergeObject continues to require clearing the sub-g group, then just use tinsert i guess
					-- print("Merge expanded",modItemID)
					-- app.PrintGroup(clone);
					NestObject(item, clone);
				end
			end
		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
	-- print("BuildCost",group.itemID)
	if group.cost and type(group.cost) == "table" then
		local costGroup = {
				["text"] = L["COST"],
				["description"] = L["COST_DESC"],
				["icon"] = "Interface\\Icons\\INV_Misc_Coin_02",
				["OnUpdate"] = app.AlwaysShowUpdate,
				["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.SearchForObject("currencyID", c[2]) or app.CreateCurrencyClass(c[2]);
			elseif c[1] == "i" then
				costItem = app.SearchForObject("itemID", c[2]) or app.CreateItem(c[2]);
			end
			if costItem then
				costItem = CloneData(costItem);
				costItem.g = nil;
				costItem.collectible = false;
				-- if c[3] then
				-- 	costItem.total = c[3];
				-- 	if group.collected then
				-- 		costItem.progress = c[3];
				-- 	end
				-- end
				costItem.OnUpdate = app.AlwaysShowUpdate;
				NestObject(costGroup, costItem);
			end
		end
		NestObject(group, costGroup, nil, 1);
	end
end
(function()
-- Keys for groups which are in-game 'Things'
local ThingKeys = {
	-- ["headerID"] = true,
	-- ["filterID"] = true,
	-- ["flightPathID"] = true,
	-- ["professionID"] = true,
	-- ["categoryID"] = true,
	-- ["mapID"] = true,
	["npcID"] = true,
	["creatureID"] = true,
	["itemID"] = true,
	["s"] = true,
	["speciesID"] = true,
	["recipeID"] = true,
	["spellID"] = true,
	["questID"] = true,
	["objectID"] = true,
	["encounterID"] = true,
	["achievementID"] = true,
};
-- Builds a 'Source' group from the parent of the group (or other listings of this group) and lists it under the group itself for
app.BuildSourceParent = function(group)
	-- only show sources for Things and not 'headers'
	if not group or not group.key or not ThingKeys[group.key] then return; end

	-- pull all listings of this 'Thing'
	local things = app.SearchForLink(group.key .. ":" .. group[group.key]);
	if things then
		-- print("Found things",#things)
		local parents, parentKey;
		-- collect all possible parent groups for all instances of this Thing
		for _,thing in pairs(things) do
			local parent = thing.sourceParent or thing.parent;
			if parent then
				-- print("parent",parent.text,parent.key)
				parentKey = parent.key;
				if parentKey and parent[parentKey] then
					-- only show certain types of parents as sources.. typically 'Game World Things'
					-- or if the parent is directly tied to an NPC
					if ThingKeys[parentKey] or parent.npcID or parent.creatureID then
						if parents then tinsert(parents, parent);
						else parents = { parent }; end
					end
					-- TODO: maybe handle mapID/instanceID in a different way as a fallback for things nested under headers within a zone....?
				end
			end
			-- Things tagged with an npcID should show that NPC as a Source
			if thing.npcID or thing.creatureID then
				local parentNPC = app.SearchForObject("npcID", thing.npcID or thing.creatureID) or {["npcID"] = thing.npcID or thing.creatureID};
				if parents then tinsert(parents, parentNPC);
				else parents = { parentNPC }; end
			end
			-- Things tagged with many npcIDs should show all those NPCs as a Source
			if thing.crs then
				if not parents then parents = {}; end
				local parentNPC;
				for _,npcID in ipairs(thing.crs) do
					parentNPC = app.SearchForObject("npcID", npcID) or {["npcID"] = npcID};
					tinsert(parents, parentNPC);
				end
			end
		end
		-- if there are valid parent groups for sources, merge them into a 'Source(s)' group
		if parents then
			-- print("Found parents",#parents)
			local sourceGroup = {
				["text"] = L["SOURCES"],
				["description"] = L["SOURCES_DESC"],
				["icon"] = "Interface\\Icons\\inv_misc_spyglass_02",
				["OnUpdate"] = app.AlwaysShowUpdate,
				["g"] = {},
			};
			local clonedParent;
			local clones = {};
			for _,parent in ipairs(parents) do
				clonedParent = CreateObject(parent);
				clonedParent.g = nil;
				clonedParent.collectible = false;
				clonedParent.OnUpdate = app.AlwaysShowUpdate;	-- TODO: filter actual unobtainable sources...
				tinsert(clones, clonedParent);
			end
			PriorityNestObjects(sourceGroup, clones, nil, app.RecursiveGroupRequirementsFilter);
			NestObject(group, sourceGroup, nil, 1);
		end
	end
end
end)();
-- check for orphaned currency groups and fill them with things purchased by that currency
app.BuildCurrencies = function(group)
	-- print("BuildCurrencies",group.key,group[group.key])
	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
				-- print("check for currency",o.key,o[o.key])
				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
-- app.NestForOtherCost = function(group, type, typeID)
-- 	-- only need to nest other cost, not just 1 cost
-- 	if not group or not group.cost or #group.cost < 2 then return group; end
-- 	for _,costTable in ipairs(group.cost) do
-- 		if #costTable > 1 and (costTable[1] ~= type or costTable[2] ~= typeID) then
-- 			-- cost which isn't the existing type/typeID cost
-- 			-- create a group as this cost
-- 			if type == "i" then
-- 				return app.CreateItem(costTable[2], { ["g"] = group });
-- 			elseif type == "c" then
-- 				return app.CreateCurrencyClass(costTable[2], { ["g"] = group });
-- 			end
-- 		end
-- 	end
-- 	-- not sure how this could happen, data error i suppose
-- 	return group;
-- end
-- check if the group has a cost which includes the given parameters
app.HasCost = function(group, idType, id)
	if group.cost and type(group.cost) == "table" then
		if idType == "itemID" then
			for i,c in ipairs(group.cost) do
				if c[2] == id and c[1] == "i" then
					return true;
				end
			end
		elseif idType == "currencyID" then
			for i,c in ipairs(group.cost) do
				if c[2] == id and c[1] == "c" then
					return true;
				end
			end
		end
	end
	return false;
end

app.NestSourceQuests = function(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.hideText = true;
	root.depth = depth or 0;
	if root.sourceQuests and #root.sourceQuests > 0 then
		local qs;
		-- we will ignore custom collect if the root quest is already out of scope
		local checkCustomCollects = app.CheckCustomCollects(root);
		local prereqs;
		for _,sourceQuestID in ipairs(root.sourceQuests) do
			if not addedQuests[sourceQuestID] then
				addedQuests[sourceQuestID] = true;
				qs = sourceQuestID < 1 and app.SearchForField("creatureID", math.abs(sourceQuestID)) or app.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
						-- clone the object so as to not modify actual data
						sq = CreateObject(sq);
						sq.hideText = true;
						-- clean anything out of it so that items don't show in the quest requirements
						sq.g = nil;

						-- force collectible for normally un-collectible things to make sure it shows in list if the quest needs to be completed to progess
						if not sq.collectible and not sq.sourceQuestsCompleted then
							sq.collectible = true;
						end

						-- If the user is in a Party Sync session, then force showing pre-req quests which are replayable if they are collected already
						if app.IsInPartySync and sq.collected then
							sq.OnUpdate = app.ShowIfReplayableQuest;
						end

						sq = (not checkCustomCollects or app.CheckCustomCollects(sq)) and app.RecursiveGroupRequirementsFilter(sq) and app.NestSourceQuests(sq, addedQuests, (depth or 0) + 1);
					elseif sourceQuestID > 0 then
						-- Create a Quest Object.
						sq = app.CreateQuest(sourceQuestID, { ['hideText'] = true, });
					else
						-- Create a NPC Object.
						sq = app.CreateNPC(math.abs(sourceQuestID), { ['hideText'] = true, });
					end

					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 prereqs then tinsert(prereqs, sq);
						else prereqs = { sq }; end
					else
						addedQuests[sourceQuestID] = nil;
					end
				end
			end
		end
		-- sort quests with less sub-quests to the top
		if prereqs then
			insertionSort(prereqs, function(a, b) return (a.depth or 0) < (b.depth or 0); end);
			NestObjects(root, prereqs);
		end
	end
	-- If the root quest is provided by an Item, then show that Item directly under the root Quest so it can easily show tooltip/Source information if desired
	if root.providers then
		for _,p in ipairs(root.providers) do
			if p[1] == "i" then
				-- print("Root Provider",p[1], p[2]);
				local pRef = app.SearchForObject("itemID", p[2]);
				NestObject(root, pRef, true, 1);
			end
		end
	end
	return root;
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 currentMaps = {};
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
		fieldCache_f[#fieldCache_f + 1] = group;
	else
		rawset(fieldCache_g, value, {group});
	end
end
-- This is referenced by FlightPath objects when pulling their Info from the DB
app.CacheField = CacheField;
-- These are the fields we store.
fieldCache["achievementID"] = {};
fieldCache["artifactID"] = {};
fieldCache["azeriteEssenceID"] = {};
fieldCache["creatureID"] = {};
fieldCache["currencyID"] = {};
fieldCache["currencyIDAsCost"] = {};
fieldCache["encounterID"] = {};
fieldCache["factionID"] = {};
fieldCache["flightPathID"] = {};
fieldCache["followerID"] = {};
fieldCache["headerID"] = {};
fieldCache["instanceID"] = {};
fieldCache["itemID"] = {};
fieldCache["itemIDAsCost"] = {};
fieldCache["mapID"] = {};
fieldCache["nextQuests"] = {};
fieldCache["objectID"] = {};
fieldCache["professionID"] = {};
fieldCache["questID"] = {};
fieldCache["s"] = {};
fieldCache["speciesID"] = {};
fieldCache["spellID"] = {};
fieldCache["tierID"] = {};
fieldCache["titleID"] = {};
fieldCache["toyID"] = {};
local cacheCreatureID = function(group, npcID)
	if npcID > 0 then
		CacheField(group, "creatureID", npcID);
	end
end
-- special map cache function, will only cache a group for the mapID if the current hierarchy has not already been cached in this map
-- level doesn't matter and will be reported in chat for 'mapID' and 'maps' being multiply-nested
local cacheMapID = function(group, mapID, coords)
	if not currentMaps[mapID] then
		-- track the group which was first cached for this map within the hierarchy
		currentMaps[mapID] = group;
		CacheField(group, "mapID", mapID);
	elseif not coords then
		print("multi-nested map",mapID,group.key,group.key and group[group.key]);
	end
	-- if (currentMaps[mapID] or 0) == 0 then
	-- 	currentMaps[mapID] = 1;
	-- 	CacheField(group, "mapID", mapID);
	-- elseif not nestOnce then
	-- 	print("multi-nested map",mapID,currentMaps[mapID],group.key,group.key and group[group.key])
	-- 	currentMaps[mapID] = currentMaps[mapID] + 1;
	-- end
end
local cacheObjectID = function(group, objectID)
	-- WARNING: DEV ONLY START
	if not app.ObjectNames[objectID] then
		print("Object Missing Name ", objectID);
		app.ObjectNames[objectID] = "Object #" .. objectID;
	end
	-- WARNING: DEV ONLY END
	CacheField(group, "objectID", objectID);
end
local cacheQuestID = function(group, questID)
	CacheField(group, "questID", questID);
end

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,
	["artifactID"] = function(group, value)
		CacheField(group, "artifactID", value);
	end,
	["azeriteEssenceID"] = function(group, value)
		CacheField(group, "azeriteEssenceID", value);
	end,
	["creatureID"] = cacheCreatureID,
	["currencyID"] = function(group, value)
		CacheField(group, "currencyID", value);
	end,
	["encounterID"] = function(group, value)
		CacheField(group, "encounterID", value);
	end,
	["factionID"] = function(group, value)
		CacheField(group, "factionID", value);
	end,
	["flightPathID"] = function(group, value)
		CacheField(group, "flightPathID", value);
	end,
	["followerID"] = function(group, value)
		CacheField(group, "followerID", value);
	end,
	["headerID"] = function(group, value)
		-- WARNING: DEV ONLY START
		if not L["HEADER_NAMES"][value] then
			print("Header Missing Name ", value);
			L["HEADER_NAMES"][value] = "Header #" .. value;
		end
		-- WARNING: DEV ONLY END
		CacheField(group, "headerID", value);
	end,
	["instanceID"] = function(group, value)
		CacheField(group, "instanceID", value);
	end,
	["itemID"] = function(group, value, raw)
		if group.filterID == 102 or group.isToy then CacheField(group, "toyID", value); end
		if not raw then
			-- only cache the modItemID if it is not the same as the itemID
			if (group.modItemID or value) ~= value then
				CacheField(group, "itemID", group.modItemID);
			end
		end
		-- always cache the plain ItemID as a fallback for items which generate in-game with unaccounted-for modIDs (M+, etc.)
		CacheField(group, "itemID", value);
	end,
	["mapID"] = cacheMapID,
	["npcID"] = cacheCreatureID,
	["objectID"] = cacheObjectID,
	["professionID"] = function(group, value)
		CacheField(group, "professionID", value);
	end,
	["questID"] = cacheQuestID,
	["requireSkill"] = function(group, value)
		CacheField(group, "professionID", 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,
	["tierID"] = function(group, value)
		CacheField(group, "tierID", value);
	end,
	["titleID"] = function(group, value)
		CacheField(group, "titleID", value);
	end,
	["toyID"] = function(group, value)
		CacheField(group, "toyID", value);
	end,

	-- Complex Converters
	["crs"] = function(group, value)
		for _,creatureID in ipairs(value) do
			cacheCreatureID(group, creatureID);
		end
	end,
	["qgs"] = function(group, value)
		for _,questGiverID in ipairs(value) do
			cacheCreatureID(group, questGiverID);
		end
	end,
	["altQuests"] = function(group, value)
		for _,questID in ipairs(value) do
			cacheQuestID(group, questID);
		end
	end,
	["titleIDs"] = function(group, value)
		_cache = rawget(fieldConverters, "titleID");
		for i,titleID in ipairs(value) do
			_cache(group, titleID);
		end
	end,
	["providers"] = function(group, value)
		for _,v in pairs(value) do
			if v[2] > 0 then
				if v[1] == "n" then
					cacheCreatureID(group, v[2]);
				elseif v[1] == "i" then
					CacheField(group, "itemIDAsCost", v[2]);
				elseif v[1] == "c" then
					CacheField(group, "currencyIDAsCost", v[2]);
				elseif v[1] == "o" then
					cacheObjectID(group, v[2]);
				end
			end
		end
	end,
	["maps"] = function(group, value)
		for _,mapID in ipairs(value) do
			cacheMapID(group, mapID);
		end
	end,
	["nextQuests"] = function(group, value)
		for _,questID in ipairs(value) do
			CacheField(group, "nextQuests", questID);
		end
	end,
	["coord"] = function(group, value)
		-- don't cache mapID from coord for anything which is inside an Instance
		if not GetRelativeField(group, "key", "instanceID") then
			if value[3] then cacheMapID(group, value[3], true); end
		end
	end,
	["coords"] = function(group, value)
		-- don't cache mapID from coord for anything which is inside an Instance
		if not GetRelativeField(group, "key", "instanceID") then
			for _,coord in ipairs(value) do
				if coord[3] then cacheMapID(group, coord[3], true); end
			end
		end
	end,
	["cost"] = function(group, value)
		if type(value) == "number" then
			return;
		else
			for _,v in pairs(value) do
				if v[1] == "i" and v[2] > 0 then
					CacheField(group, "itemIDAsCost", v[2]);
				elseif v[1] == "c" and v[2] > 0 then
					CacheField(group, "currencyIDAsCost", v[2]);
				elseif v[1] == "o" and v[2] > 0 then
					cacheObjectID(group, 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,
};
local uncacheMap = function(group, mapID)
	if mapID and currentMaps[mapID] == group then
		currentMaps[mapID] = nil;
	end
end
local mapKeyUncachers = {
	["mapID"] = uncacheMap,
	["coord"] = function(group, coord)
		uncacheMap(group, coord[3]);
	end,
	["maps"] = function(group, maps)
		for _,mapID in ipairs(maps) do
			uncacheMap(group, mapID);
		end
	end,
	["coords"] = function(group, coords)
		for _,coord in ipairs(coords) do
			uncacheMap(group, coord[3]);
		end
	end,
};
CacheFields = function(group)
	-- apparently any 'rawset' on group will break the pairs loop on the group, so we need to copy all the keys first
	local keys, n, mapKeys, value, hasG = {}, 1;
	for k,_ in pairs(group) do
		if k == "g" then
			hasG = true;
		else
			keys[n] = k;
			n = n + 1;
		end
	end
	for _,k in ipairs(keys) do
		_cache = rawget(fieldConverters, k);
		if _cache then
			value = rawget(group, k);
			_cache(group, value);
			if rawget(mapKeyUncachers, k) then
				if not mapKeys then mapKeys = {}; end
				mapKeys[k] = value;
			end
		end
	end
	-- do sub-groups last
	if hasG then
		for _,subgroup in ipairs(rawget(group, "g")) do
			CacheFields(subgroup);
		end
	end
	-- clear currentMapIDs used by this group
	if mapKeys then
		for key,value in pairs(mapKeys) do
			rawget(mapKeyUncachers, key)(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
		end
		return first;
	elseif group[field] == value then
		-- OH BOY, WE FOUND IT!
		return { group };
	end
end
local function SearchForFieldContainer(field)
	if field then return rawget(fieldCache, field); end
end
app.SearchForFieldContainer = SearchForFieldContainer;
-- 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)
	if field and id then
		_cache = rawget(fieldCache, field);
		return (_cache and rawget(_cache, 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
app.SearchForObject = function(field, id)
	local fcache = SearchForField(field, id);
	if fcache then
		-- find a filter-match object first
		local fcacheObj, firstMatch, fieldMatch;
		for i=1,#fcache,1 do
			fcacheObj = fcache[i];
			if fcacheObj[field] == id then
				if fcacheObj.key == field then
					firstMatch = firstMatch or fcacheObj;
					if app.RecursiveGroupRequirementsFilter(fcacheObj) then
						return fcacheObj;
					end
				else
					fieldMatch = fieldMatch or fcacheObj;
				end
			end
		end
		-- otherwise just find the first matching object
		return firstMatch or fieldMatch or nil;
	end
end
-- This method performs the SearchForField logic and returns a single version of the specific object by merging together all sources of the object
-- NOTE: Don't use this for Items, because modIDs and bonusIDs are stupid
app.SearchForMergedObject = function(field, id)
	local fcache = SearchForField(field, id);
	if fcache and #fcache > 0 then
		-- find a filter-match object first
		local fcacheObj, merged;
		for i=1,#fcache,1 do
			fcacheObj = fcache[i];
			if fcacheObj.key == field and fcacheObj[field] == id then
				if not merged then
					merged = CreateObject(fcacheObj);
				else
					MergeProperties(merged, fcacheObj);
				end
			end
		end
		-- return the merged object
		return merged;
	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
-- Returns the first found cached group for a given SourceID
-- NOTE: Do not use this function when the results are being passed into an Update afterward
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, bonusCount, bonusID1 = strsplit(":", link);
			if itemID then
				itemID = tonumber(itemID) or 0;
				-- Don't use SourceID for artifact searches since they contain many SourceIDs
				local sourceID = select(3, GetItemInfo(link)) ~= 6 and GetSourceID(link);
				local exactItemID = GetGroupItemIDWithModID(nil, itemID, modID, (tonumber(bonusCount) or 0) > 0 and bonusID1);
				local modItemID = GetGroupItemIDWithModID(nil, itemID, modID);
				if sourceID then
					-- Search for the Source ID. (an appearance)
					_ = SearchForField("s", sourceID);
					-- print("SEARCHING FOR ITEM LINK WITH S ", link, itemID, sourceID, _ and #_);
				else
					-- Search for the Item ID. (an item without an appearance)
					_ = ((exactItemID ~= itemID) and SearchForField("itemID", exactItemID)) or
						((modItemID ~= itemID) and SearchForField("itemID", modItemID)) or
						SearchForField("itemID", itemID);
					-- print("SEARCHING FOR ITEM LINK ", link, exactItemID, modItemID, itemID, _ and #_);
				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 app.IsBoP(group)) then
			tinsert(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
		tinsert(arr, key);
	end
	return arr;
end
-- Dynamically increments the progress for the parent heirarchy of each collectible search result
local function UpdateSearchResults(searchResults, verifyCollectible)
	-- print("UpdateSearchResults",searchResults and #searchResults,verifyCollectible)
	if searchResults then
		-- Ad-hoc update system only needs to pass along updates to the results if the Main list is open
		-- otherwise it only needs to refresh windows
		if not app.Settings:GetTooltipSetting("Updates:AdHoc") or app:GetWindow("Prime"):IsVisible() then
			-- Mark all results as marked. This prevents a double +1 on parents.
			for i,result in ipairs(searchResults) do
				-- print("result",result.text,result.visible,result.parent and result.parent.total)
				if result.visible and result.parent and result.parent.total then
					if not verifyCollectible or result.collectible then
						-- print(".marked",result.text,verifyCollectible)
						result.marked = true;
					end
				end
			end

			-- Only unmark and +1 marked search results.
			for i,result in ipairs(searchResults) do
				if result.marked then
					result.marked = nil;
					-- Every result has a total/progress now
					-- print("Update self+parent",result.text,"=>",result.parent.text)
					app.UpdateParentProgress(result, 1);
					-- This is an item that has a relative set of groups
					if result.g then
						app.SetGroupVisibility(result.parent, result);
					else
						app.SetThingVisibility(result.parent, result);
					end
				end
			end
		end

		-- Just need to update the windows now that the data is updated
		app:RefreshData(true, true);
	end
end
-- Pulls the field search results for the rawID's and passes the results into UpdateSearchResults
local function UpdateRawIDs(field, ids)
	-- print("UpdateRawIDs",field,ids and #ids)
	if ids and #ids > 0 then
		local groups, append, search = {}, app.ArrayAppend;
		for _,id in ipairs(ids) do
			search = SearchForField(field, id);
			append(groups, search);
		end
		UpdateSearchResults(groups);
	end
end
app.SearchForLink = SearchForLink;

-- Map Information Lib
local function AddTomTomWaypoint(group, auto, recur)
	if TomTom
		-- only plot visible things or if auto
		and (group.visible or auto)
		-- which aren't saved, unless this is the Thing that was directly clicked
		and (not recur or not group.saved)
		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
			if group.description then opt.from = opt.from .. "\n" .. string.gsub(group.description, "%.% ", ".\n"); 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 _,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
			-- if plotting waypoints of a 'repeated' object, inherently plot the contained object waypoints even when not visible
			local auto = group.objectID and not group.coord and not group.coords;
			for _,o 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 o.sourceQuests or o.sourceQuestsCompleted then
					-- don't plot waypoints for quests currently in the log
					if not o.questID or not C_QuestLog.IsOnQuest(o.questID) then
						AddTomTomWaypoint(o, auto, true);
					end
				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 questID = questObject.questID;
	-- Check for a Task-specific icon
	local info = C_QuestLog.GetQuestTagInfo(questID);
	-- if info then
		-- print("WQ info:",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

	-- Get time remaining info (only works for World Quests)
	local timeRemaining = C_TaskQuest.GetQuestTimeLeftMinutes(questID);
	if timeRemaining and timeRemaining > 0 then
		local description = BONUS_OBJECTIVE_TIME_LEFT:format(SecondsToTime(timeRemaining * 60));
		if timeRemaining < 30 then
			description = "|cFFFF0000" .. description .. "|r";
		elseif timeRemaining < 120 then
			description = "|cFFFFFF00" .. description .. "|r";
		else
			description = "|cFF008000" .. description .. "|r";
		end
		questObject.timeRemaining = description;
	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

	app.TryPopulateQuestRewards(questObject);
end
-- Returns an Object based on a QuestID a lot of Quest information for displaying in a row
local function GetPopulatedQuestObject(questID)
	local cachedVersion = app.SearchForObject("questID", questID);
	-- either want to duplicate the existing data for this quest, or create new data for a missing quest
	local data = cachedVersion or { questID = questID, _missing = true };
	local questObject = CreateObject(data, true);
	PopulateQuestObject(questObject);
	return questObject;
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 RefreshSavesCallback()
	-- This can be attempted a few times incase data is slow, but not too many times since it's possible to not be saved to any instance
	app.refreshingSaves = app.refreshingSaves or 30;
	-- While the player is still logging in, wait.
	if not app.GUID then
		AfterCombatCallback(RefreshSavesCallback);
		return;
	end

	-- Make sure there's info available to check save data
	local saves = GetNumSavedInstances();
	-- While the player is still waiting for information, wait.
	if saves and saves < 1 and app.refreshingSaves > 0 then
		app.refreshingSaves = app.refreshingSaves - 1;
		AfterCombatCallback(RefreshSavesCallback);
		return;
	end

	-- Too many attempts, so give up
	if app.refreshingSaves <= 0 then
		app.refreshingSaves = nil;
		return;
	end

	-- Cache the lockouts across your account.
	local serverTime = GetServerTime();

	-- Check to make sure that the old instance data has expired
	for guid,character in pairs(ATTCharacterData) do
		local locks = character.Lockouts;
		if locks then
			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;
				end
			end
		end
	end

	-- Update Saved Instances
	local converter = L["SAVED_TO_DJ_INSTANCES"];
	local myLockouts = app.CurrentCharacter.Lockouts;
	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);
						tinsert(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
							tinsert(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);
						tinsert(lock.encounters, { ["name"] = name, ["isKilled"] = isKilled });

						-- Shared Encounter is always assigned if this is the first lock seen for this instance
						tinsert(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
							tinsert(lock.encounters, { ["name"] = name, ["isKilled"] = isKilled });
						elseif isKilled then
							lock.encounters[encounterIter].isKilled = true;
						end
						if not shared.encounters[encounterIter] then
							tinsert(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();
end
local function RefreshSaves()
	AfterCombatCallback(RefreshSavesCallback);
end
local function RefreshAppearanceSources()
	app.DoRefreshAppearanceSources = nil;
	local collectedSources, brokenUniqueSources = ATTAccountWideData.Sources, ATTAccountWideData.BrokenUniqueSources;
	wipe(collectedSources);
	-- TODO: test C_TransmogCollection.PlayerKnowsSource(sourceID) ?
	-- Simply determine the max known SourceID from ATT cached sources
	if not app.MaxSourceID then
		-- print("Initial Session Refresh")
		local maxSourceID = 0;
		for id,_ in pairs(fieldCache["s"]) do
			-- track the max sourceID so we can evaluate sources not in ATT as well
			if id > maxSourceID then maxSourceID = id; end
		end
		app.MaxSourceID = maxSourceID;
		-- print("MaxSourceID",maxSourceID)
	end
	-- Then evaluate all SourceIDs under the maximum which are known explicitly
	-- print("Completionist Refresh")
	for s=1,app.MaxSourceID do
		-- don't need to check for existing value... everything is cleared beforehand
		if C_TransmogCollection_PlayerHasTransmogItemModifiedAppearance(s) then
			rawset(collectedSources, s, 1);
		end
	end
	-- print("Completionist Refresh done")
	-- Additionally, for Unique Mode we can grant collection of Appearances which match the Visual of explicitly known SourceIDs if other criteria (Race/Faction/Class) match as well using ATT info
	if not app.Settings:Get("Completionist") then
		-- print("Unique Refresh")
		local currentCharacterOnly = app.Settings:Get("MainOnly");
		for s=1,app.MaxSourceID do
			-- for each known source
			if rawget(collectedSources, s) == 1 then
				-- collect shared visual sources
				app.MarkUniqueCollectedSourcesBySource(s, currentCharacterOnly);
			elseif brokenUniqueSources then
				-- special reverse-check-logic for unknown SourceID's whose VisualID does not return the SourceID from C_TransmogCollection_GetAllAppearanceSources(VisualID)
				-- and haven't already been marked as unique-collected
				if rawget(brokenUniqueSources, s) and not rawget(collectedSources, s) then
					local sInfo = C_TransmogCollection_GetSourceInfo(s);
					if app.ItemSourceFilter(sInfo) then
						-- print("Fixed Unique SourceID Collected",s)
						rawset(collectedSources, s, 2);
					end
				end
			end
		end
		-- print("Unique Refresh done")
	end
end
app.RefreshAppearanceSources = RefreshAppearanceSources;
local function RefreshCollections()
	StartCoroutine("RefreshingCollections", function()
		app.print(L["REFRESHING_COLLECTION"]);
		while InCombatLockdown() do coroutine.yield(); end

		-- Harvest Illusion Collections
		local collectedIllusions = ATTAccountWideData.Illusions;
		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
		-- TODO: once profiles and re-calculating account-wide data exist, can redesign this
		local acctTitles, charTitles, charGuid = ATTAccountWideData.Titles, app.CurrentCharacter.Titles, app.GUID;
		for i=1,GetNumTitles(),1 do
			if IsTitleKnown(i) then
				rawset(acctTitles, i, charGuid);
				rawset(charTitles, i, 1);
			-- make sure to remove titles which this character does NOT know currently
			else
				charTitles[i] = nil;
				-- this is the character tied to an account-learned title or it was marked in the old way, then clear it
				if acctTitles[i] == charGuid or acctTitles[i] == 1 then
					acctTitles[i] = nil;
				end
			end
		end
		coroutine.yield();

		-- Refresh Mounts / Pets
		local collectedSpells = ATTAccountWideData.Spells;
		local C_MountJournal_GetMountInfoByID = C_MountJournal.GetMountInfoByID;
		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(app.CurrentCharacter.Spells, 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 = ATTAccountWideData.Toys;
		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 if tracking Transmog
		if app.DoRefreshAppearanceSources or app.Settings:Get("Thing:Transmog") then
			RefreshAppearanceSources();
		end
		coroutine.yield();

		-- Need to update the Settings window as well if User does not have auto-refresh for Settings
		if app.Settings:Get("Skip:AutoRefresh") or app.Settings.NeedsRefresh then
			app.Settings:UpdateMode("FORCE");
		else
			app:RefreshData(false, false, true);
		end

		-- Wait for refresh to actually finish
		while app.refreshDataQueued do coroutine.yield(); end

		-- Report success.
		app.print(L["DONE_REFRESHING"]);
	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
-- Sorts a group using the provided sortType, whether to recurse through nested groups, and whether sorting should only take place given the group having a conditional field
local function SortGroup(group, sortType, row, recur, conditionField)
	if group.g then
		-- either sort visible groups or by conditional
		if (not conditionField and group.visible) or (conditionField and group[conditionField]) then
			-- print("sorting",group.key,group.key and group[group.key],"by",sortType,"recur",recur,"condition",conditionField)
			if sortType == "name" then
				local txtA, txtB;
				insertionSort(group.g, function(a, b)
					-- equivalent raid status, then compare name
					if a.isRaid == b.isRaid then
						txtA = a and string.lower(tostring(a.name or a.text)) or "";
						txtB = b and string.lower(tostring(b.name or b.text)) or "";
						if txtA then
							if txtB then return txtA < txtB; end
							return true;
						end
					-- otherwise return priority on raid status
					elseif a.isRaid then
						return true;
					end
					return false;
				end);
			elseif sortType == "progress" then
				local progA, progB;
				insertionSort(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);
			else
				local sortA, sortB;
				insertionSort(group.g, function(a, b)
					sortA = a and tostring(a[sortType]);
					sortB = b and tostring(b[sortType]);
					return sortA < sortB;
				end);
			end
		end
		-- TODO: Add more sort types?
		if recur then
			for _,o in ipairs(group.g) do
				SortGroup(o, sortType, nil, recur, conditionField);
			end
		end
	end
	if row then
		row:GetParent():GetParent():Update();
		app.print("Finished Sorting.");
	end
end
app.SortGroup = SortGroup;

app.ToggleMainList = function()
	app:GetWindow("Prime"):Toggle();
end
app.RefreshCollections = RefreshCollections;
app.RefreshSaves = RefreshSaves;
-- Attempts to determine the colorized text for a given Group
app.TryColorizeName = function(group, name)
	if not name or name == RETRIEVING_DATA then return name; end
	-- breadcrumbs
	if group.isBreadcrumb then
		return Colorize(name, "ff7f40bf");
	-- raid headers
	elseif group.isRaid then
		return Colorize(name, "ffff8000");
	elseif group.factionID and group.standing then
		return app.ColorizeStandingText((group.saved and 8) or (group.standing + (group.isFriend and 2 or 0)), name);
		-- if people REALLY only want to see colors in account/debug then we can comment this in
	elseif app.Settings:GetTooltipSetting("UseMoreColors") --and (app.MODE_ACCOUNT or app.MODE_DEBUG)
	then
		-- class color
		if group.classID then
			return Colorize(name, RAID_CLASS_COLORS[select(2, GetClassInfo(group.classID))].colorStr);
		elseif group.c and #group.c == 1 then
			return Colorize(name, RAID_CLASS_COLORS[select(2, GetClassInfo(group.c[1]))].colorStr);
		-- faction colors
		elseif group.r then
			-- red for Horde
			if group.r == Enum.FlightPathFaction.Horde then
				return Colorize(name, "ffcc6666");
			-- blue for Alliance
			elseif group.r == Enum.FlightPathFaction.Alliance then
				return Colorize(name, "ff407fbf");
			end
		-- specific races
		elseif group.races then
			-- this group requires a horde-only race
			if containsAny(group.races, HORDE_ONLY) then
				return Colorize(name, "ffcc6666");
			else -- assuming no other factions exist and that .races will only ever have horde or alliance races
				return Colorize(name, "ff407fbf");
			end
		-- un-acquirable color
		-- TODO: grey color for things which are otherwise not available to the current character (would only show in account mode due to filtering)
		-- elseif not app.FilterItemClass(group) then
		-- 	return Colorize(name, "ff808080");
		end
	end
	return name;
end

-- Tooltip Functions
-- Consolidated logic for whether a tooltip should include ATT information based on combat & user settings
local function CanAttachTooltips()
	return (not InCombatLockdown() or app.Settings:GetTooltipSetting("DisplayInCombat")) and app.Settings:GetTooltipSettingWithMod("Enabled");
end
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.tooltipInfo then
			local left, right;
			for i,entry in ipairs(group.tooltipInfo) 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
		elseif group.encounterID then
			self:Show();
		end

		self.AttachComplete = not group.working;
		self.HasATTSearchResults = true;
	end
end
local function AttachTooltipSearchResults(self, search, method, paramA, paramB, ...)
	-- Don't attach tooltip results multiple times
	if not self.HasATTSearchResults then
		-- print("build tooltip search",self.HasATTSearchResults,search)
		-- tooltips can skip to level 1
		app.SetSkipPurchases(1);
		AttachTooltipRawSearchResults(self, GetCachedSearchResults(search, method, paramA, paramB, ...));
		app.SetSkipPurchases(0);
	-- else print("skip tooltip search",self.HasATTSearchResults,search)
	end
end

local npcQuestsCache = {}
function app.IsNPCQuestGiver(self, npcID)
	if not npcID then return false; end
	if npcQuestsCache[npcID] then
		return npcQuestsCache[npcID];
	else
		local group = app.SearchForField("creatureID", npcID);
		if not group then
			npcQuestsCache[npcID] = false;
			return false;
		end

		for i,v in pairs(group) do
			if v.visible and v.questID then
				npcQuestsCache[npcID] = true;
				return true;
			end
		end

		npcQuestsCache[npcID] = false;
		return false;
	end
end

local function AttachTooltip(self)
	-- print("AttachTooltip-Processing",self.AllTheThingsProcessing);
	-- print("AttachTooltip",self:GetItem(),"_",self:GetUnit(),"_",self:GetSpell())
	local numLines = self:NumLines();
	if numLines < 1 then
		return false
	end

	-- 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
		-- this is already covered by a default in-game tooltip line:
		-- AUCTION_HOUSE_BUCKET_VARIATION_EQUIPMENT_TOOLTIP = "Items in this group may vary in stats and appearance. Check the auction's tooltip before buying.";
		-- if owner.useCircularIconBorder and not self.AllTheThingsProcessing then
		-- 	-- print("AH General Item Tooltip")
		-- 	-- Generalized tooltip hover of a selected Auction Item -- not always accurate to the actual Items for sale
		-- 	self:AddLine(L["AUCTION_GENERALIZED_ITEM_WARNING"]);
		-- end
	end

	if CanAttachTooltips() then
		-- check what this tooltip is currently displaying, and keep that reference
		local link, target, spellID = select(2, self:GetItem());
		if link and not link:find("%[]") then
			if self.AllTheThingsProcessing and self.AllTheThingsProcessing == link then
				return true;
			else
				self.AllTheThingsProcessing = link;
			end
		else
			target = select(2, self:GetUnit());
			if target then
				if self.AllTheThingsProcessing and self.AllTheThingsProcessing == target then
					return true;
				else
					self.AllTheThingsProcessing = target;
				end
			else
				spellID = select(2, self:GetSpell());
				if spellID then
					if self.AllTheThingsProcessing and self.AllTheThingsProcessing == spellID then
						return true;
					else
						self.AllTheThingsProcessing = spellID;
					end
				end
			end
		end

		--[[--
		-- 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 a target?
		if self.AllTheThingsProcessing and 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
			end
			return true;
		end

		-- Does the tooltip have a spell? [Mount Journal, Action Bars, etc]
		if self.AllTheThingsProcessing and spellID then
			AttachTooltipSearchResults(self, "spellID:" .. spellID, SearchForField, "spellID", spellID);
			return true;
		end

		-- Does the tooltip have an itemlink?
		--local link = select(2, self:GetItem());
		if self.AllTheThingsProcessing and link 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 _, _, _, 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",link);
			local mohIndex = link:find("item:137642");
			if mohIndex and mohIndex > 0 then -- skip Mark of Honor for now
				AttachTooltipSearchResults(self, link, app.EmptyFunction, "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 then
				if app.Settings:GetTooltipSetting("encounterID") then self:AddDoubleLine(L["ENCOUNTER_ID"], tostring(encounterID)); end
				AttachTooltipSearchResults(self, "encounterID:" .. encounterID, SearchForField, "encounterID", tonumber(encounterID));
				return true;
			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[16];
					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);
				return true;
			end
		end
		-- print("AttachTooltip-Return");
	end
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.HasATTSearchResults = nil;
	self.AttachComplete = nil;
	self.MiscFieldsComplete = nil;
	self.UpdateTooltip = nil;
end

-- Tooltip Hooks
(function()
	local C_CurrencyInfo_GetCurrencyListInfo = C_CurrencyInfo.GetCurrencyListInfo;
	local C_CurrencyInfo_GetCurrencyInfo = C_CurrencyInfo.GetCurrencyInfo;
	--[[
	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", currencyID, count)
		-- Make sure to call to base functionality
		GameTooltip_SetCurrencyByID(self, currencyID, count);
		if CanAttachTooltips() 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", tokenID)
		-- this only runs once per tooltip show
		-- Make sure to call to base functionality
		GameTooltip_SetCurrencyToken(self, tokenID);
		if CanAttachTooltips() 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);
			-- app.PrintTable(info)
			if not isHeader then
				-- Determine which currencyID is the one that we're dealing with.
				-- TODO: also need to check 'currencyIDAsCost'
				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();
							return;
						end
					end
				end
				-- move on to currencyIDAsCost
				cache = SearchForFieldContainer("currencyIDAsCost");
				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();
						return;
						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 CanAttachTooltips() 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 CanAttachTooltips() 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 CanAttachTooltips() 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)
		-- print("ReputationParagonFrame_SetupParagonTooltip")
		-- 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 CanAttachTooltips() 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));
			-- print("info",frame.factionID,paragonQuestID,C_Reputation.GetFactionParagonInfo(frame.factionID))
			-- if paragonQuestID then
			-- 	local itemID = paragonCacheID[paragonQuestID];
			-- 	print("itemID",itemID)
			-- 	if itemID then
			-- 		local link = select(2, GetItemInfo(itemID));
			-- 		print("link",link)
			-- 		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)();

-- Lib Helpers
(function()
-- Represents non-nil default values which are valid for all Objects
local ObjectDefaults = {
	["progress"] = 0,
	["total"] = 0,
};
-- Creates a Base Object Table which will evaluate the provided set of 'fields' (each field value being a keyed function)
app.BaseObjectFields = function(fields, type)
	return {
	__index = function(t, key)
		_cache = rawget(fields, key);
		-- cloned groups will not directly have a parent, but they will instead have a sourceParent, so fill in with that instead
		if not _cache then
			-- special re-direct keys possible for 'any' Type of object
			if key == "parent" then return t.sourceParent; end
			if key == "hash" then return app.CreateHash(t); end
			if key == "__type" then return type; end
			-- use default key value if existing
			return ObjectDefaults[key];
		end
		return _cache and _cache(t);
	end
};
end
-- Create a local cache table which can be used by a Type class of a Thing to easily store information based on a unique key field for any Thing object of that Type
app.CreateCache = function(idField)
	local cache = {};
	cache.GetCached = function(t)
		local id = t[idField];
		if id then
			if not rawget(cache, id) then rawset(cache, id, {}); end
			return rawget(cache, id), id;
		end
	end;
	cache.GetCachedField = function(t, field, default_function)
		--[[ -- Debug Prints
		local _t, id = cache.GetCached(t);
		if _t[field] then
			print("GetCachedField",id,field,_t[field]);
		end
		--]]
		local _t = cache.GetCached(t);
		if _t then
			-- set a default provided cache value if any default function was provided and evalutes to a value
			if not rawget(_t, field) and default_function then
				local defVal = default_function(t);
				if defVal then rawset(_t, field, defVal); end
			end
			return rawget(_t, field);
		end
	end;
	cache.SetCachedField = function(t, field, value)
		--[[ Debug Prints
		local _t, id = cache.GetCached(t);
		if _t[field] then
			print("SetCachedField",id,field,"Old",t[field],"New",value);
		else
			print("SetCachedField",id,field,"New",value);
		end
		--]]
		local _t = cache.GetCached(t);
		if _t then rawset(_t, field, value);
		else
			print("Failed to get cache table using",idField)
			print(t.__type,field,value)
			app.PrintTable(t)
		end
	end;
	return cache;
end
-- Function which returns both collectible/collected for 't' based on a given 'ref' Thing, which has been previously determined as a
-- possible collectible which requires the 't' Thing as a cost. 'cache' is the type-cache for the 'ref' Thing
app.CheckCollectible = function(t, ref, cache)
	-- account or debug, skip filter/exclusion logic, or else make sure not altcollected
	if (app.MODE_DEBUG_OR_ACCOUNT or not GetRelativeValue(t, "altcollected"))
		-- don't include groups which do not meet the current filter requirements
		and app.RecursiveGroupRequirementsFilter(ref) then
		-- Used as a cost for something which is collectible itself and not collected
		-- if LOG then print("check collectible/collected",LOG,ref.key,ref[ref.key]) end
		if ref.collectible then
			-- if LOG then print("Cost Required via Collectible") end
			return true,ref.collected;
		-- Used as a cost for something which has an incomplete progress
		elseif ref.total and ref.total > 0 then
			-- if LOG then print("Cost Required via Total/Prog") end
			return true,ref.progress == ref.total;
		-- Used as a cost for something which is collectible as a cost itself and not collected
		elseif ref.collectibleAsCost then
			-- if LOG then print("Cost Required via Collectible") end
			return true,ref.collectedAsCost;
		-- Something that hasn't been calculated yet which could contain collectibles
		elseif not ref.total and (ref.sym or ref.g) then
			-- If this is something with ONLY direct subgroups, just build it out in the source
			if ref.g and not ref.sym then
				-- Build the ref groups
				BuildGroups(ref, ref.g);
				-- do an Update pass for the ref
				app.TopLevelUpdateGroup(ref);
				-- print("Populated collectedAsCost for (raw groups)",t.modItemID)
				-- app.PrintTable(ref)
				-- check if this ref has been completed
				if ref.total and ref.total > 0 then
					return true,ref.progress == ref.total;
				end
			else
				if not cache then
					-- print("cannot determine collectibility")
					-- print("cost",t.key,t.key and t[t.key])
					-- app.PrintTable(ref)
					-- print(ref.__type, ref._cache)
					return false,false;
				end
				-- Already have a cached version of this reference with populated content
				local expItem = cache.GetCachedField(ref, "_populated");
				if expItem then
					if expItem.total and expItem.total > 0 then
						return true,expItem.progress == expItem.total;
					end
					return;
				end
				-- print("Un-populated collectedAsCost",t.modItemID)
				-- app.PrintTable(ref)
				-- create a cached copy of this ref if it is an Item
				expItem = CreateObject(ref);
				-- fill the copied Item's symlink if any
				FillSymLinks(expItem);
				-- Build the Item's groups if any
				BuildGroups(expItem, expItem.g);
				-- do an Update pass for the copied Item
				app.TopLevelUpdateGroup(expItem);
				-- print("Populated collectedAsCost (symlink)",t.modItemID)
				-- app.PrintTable(expItem)
				-- save it in the Item cache in case something else is able to purchase this reference
				cache.SetCachedField(ref, "_populated", expItem);
				-- check if this expItem has been completed
				if expItem.total and expItem.total > 0 then
					return true,expItem.progress == expItem.total;
				end
			end
		end
	end
	return false;
end
end)();

-- Achievement Lib
(function()
local cache = app.CreateCache("achievementID");
local function CacheInfo(t)
	local t, id = cache.GetCached(t);
	--local IDNumber, Name, Points, Completed, Month, Day, Year, Description, Flags, Image, RewardText, isGuildAch = GetAchievementInfo(t.achievementID);
	local _, name, _, _, _, _, _, _, _, icon = GetAchievementInfo(id);
	t.link = GetAchievementLink(id);
	t.name = name or ("Achievement #"..id);
	t.icon = icon or QUESTION_MARK_ICON;
end
local function default_name(t)
	CacheInfo(t);
	return cache.GetCachedField(t, "name");
end
local function default_link(t)
	CacheInfo(t);
	return cache.GetCachedField(t, "link");
end
local function default_icon(t)
	CacheInfo(t);
	return cache.GetCachedField(t, "icon");
end
app.AchievementFilter = 4;
app.AchievementCharCompletedIndex = 13;
local fields = {
	["key"] = function(t)
		return "achievementID";
	end,
	["achievementID"] = function(t)
		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
	end,
	["text"] = function(t)
		return t.link or t.name;
	end,
	["link"] = function(t)
		return cache.GetCachedField(t, "link", default_link);
	end,
	["name"] = function(t)
		return cache.GetCachedField(t, "name", default_name);
	end,
	["icon"] = function(t)
		return cache.GetCachedField(t, "icon", default_icon);
	end,
	["collectible"] = function(t)
		return app.CollectibleAchievements;
	end,
	["collected"] = function(t)
		if app.CurrentCharacter.Achievements[t.achievementID] then return 1; end
		if select(app.AchievementCharCompletedIndex, GetAchievementInfo(t.achievementID)) then
			app.CurrentCharacter.Achievements[t.achievementID] = 1;
			ATTAccountWideData.Achievements[t.achievementID] = 1;
			return 1;
		end
		if app.AccountWideAchievements and ATTAccountWideData.Achievements[t.achievementID] then return 2; end
	end,
	["parentCategoryID"] = function(t)
		return GetAchievementCategory(t.achievementID) or -1;
	end,
	["statistic"] = function(t)
		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
	end,
	["sortProgress"] = function(t)
		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;
	end,
};
app.BaseAchievement = app.BaseObjectFields(fields);
app.CreateAchievement = function(id, t)
	return setmetatable(constructor(id, t, "achID"), app.BaseAchievement);
end

local categoryFields = {
	["key"] = function(t)
		return "achievementCategoryID";
	end,
	["text"] = function(t)
		return GetCategoryInfo(t.achievementCategoryID);
	end,
	["icon"] = function(t)
		return app.asset("Category_Achievements");
	end,
	["parentCategoryID"] = function(t)
		return select(2, GetCategoryInfo(t.achievementCategoryID)) or -1;
	end,
};
app.BaseAchievementCategory = app.BaseObjectFields(categoryFields);
app.CreateAchievementCategory = function(id, t)
	return setmetatable(constructor(id, t, "achievementCategoryID"), app.BaseAchievementCategory);
end

-- Achievement Criteria Lib
local function GetParentAchievementInfo(t, key)
	local sourceAch = t.sourceParent or t.parent;
	if sourceAch.achievementID == t.achievementID then
		rawset(t, key, sourceAch[key]);
		return rawget(t, key);
	end
end
local criteriaFields = {
	["key"] = function(t)
		return "criteriaID";
	end,
	["achievementID"] = function(t)
		local sourceAch = t.sourceParent or t.parent;
		local achievementID = t.altAchID and app.FactionID == Enum.FlightPathFaction.Horde and t.altAchID or t.achID or (sourceAch and (sourceAch.achievementID or (sourceAch.parent and sourceAch.parent.achievementID)));
		if achievementID then
			rawset(t, "achievementID", achievementID);
			return achievementID;
		end
	end,
	["text"] = function(t)
		return app.TryColorizeName(t, t.name);
	end,
	["name"] = function(t)
		if t.link then return t.link; end
		if t.encounterID then
			return select(1, EJ_GetEncounterInfo(t.encounterID));
		end
		local m = GetAchievementNumCriteria(t.achievementID);
		if m and t.criteriaID <= m then
			return GetAchievementCriteriaInfo(t.achievementID, t.criteriaID, true);
		end
		return L["WRONG_FACTION"];
	end,
	["description"] = function(t)
		if t.encounterID then
			return select(2, EJ_GetEncounterInfo(t.encounterID));
		end
	end,
	["link"] = function(t)
		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
	end,
	["displayID"] = function(t)
		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
	end,
	["displayInfo"] = function(t)
		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
	end,
	["trackable"] = app.ReturnTrue,
	["collected"] = function(t)
		local achievementID = t.achievementID;
		if achievementID then
			if app.CurrentCharacter.Achievements[achievementID] then return 1; end
			if app.AccountWideAchievements and ATTAccountWideData.Achievements[achievementID] then return 2; end
			if t.criteriaID and t.criteriaID <= (GetAchievementNumCriteria(achievementID) or -1) then
				return select(3, GetAchievementCriteriaInfo(achievementID, t.criteriaID, true));
			end
		end
	end,
	["saved"] = function(t)
		local achievementID = t.achievementID;
		if achievementID then
			if app.CurrentCharacter.Achievements[achievementID] then return true; end
			if t.criteriaID and t.criteriaID <= (GetAchievementNumCriteria(achievementID) or -1) then
				return select(3, GetAchievementCriteriaInfo(achievementID, t.criteriaID, true));
			end
		end
	end,
	["index"] = function(t)
		return 1;
	end,
	-- Use parent achievement if info not listed directly in the criteria
	["c"] = function(t)
		return GetParentAchievementInfo(t, "c");
	end,
	["classID"] = function(t)
		return GetParentAchievementInfo(t, "classID");
	end,
	["races"] = function(t)
		return GetParentAchievementInfo(t, "races");
	end,
	["r"] = function(t)
		return GetParentAchievementInfo(t, "r");
	end,
};
criteriaFields.collectible = fields.collectible;
criteriaFields.icon = fields.icon;
app.BaseAchievementCriteria = app.BaseObjectFields(criteriaFields);
app.CreateAchievementCriteria = function(id, t)
	return setmetatable(constructor(id, t, "criteriaID"), app.BaseAchievementCriteria);
end

local function CheckAchievementCollectionStatus(achievementID)
	local id,name,_,accCompleted,_,_,_,_,flags,_,_,isGuild = GetAchievementInfo(achievementID)
	if id and not isGuild and accCompleted and bit.band(flags,0x1) == 0 then
		ATTAccountWideData.Achievements[id] = 1;
	end
end
RefreshAchievementCollection = function()
	local maxid, achID = 0;
	for achievementID,_ in pairs(fieldCache["achievementID"]) do
		achID = tonumber(achievementID);
		if achID > maxid then maxid = achID; end
	end
	for achievementID=maxid,1,-1 do
		CheckAchievementCollectionStatus(achievementID);
	end
end
app:RegisterEvent("ACHIEVEMENT_EARNED");
app.events.ACHIEVEMENT_EARNED = CheckAchievementCollectionStatus;
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]
	[1] = {},		-- Off-Hand ItemIDs
};
local fields = {
	["key"] = function(t)
		return "artifactID";
	end,
	["artifactinfo"] = function(t)
		--[[
		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, "artifactinfo", info);
		return info;
	end,
	["f"] = function(t)
		return 11;
	end,
	["collectible"] = function(t)
		return app.CollectibleTransmog;
	end,
	["collected"] = function(t)
		if ATTAccountWideData.Artifacts[t.artifactID] then return 1; end
		-- This artifact is listed for the current class
		if not GetRelativeField(t, "nmc", true) and select(5, C_ArtifactUI_GetAppearanceInfoByID(t.artifactID)) then
			ATTAccountWideData.Artifacts[t.artifactID] = 1;
			return 1;
		end
	end,
	["text"] = function(t)
		if not t.artifactinfo then return RETRIEVING_DATA; end
		-- Artifact listing in the Main item sets category just show 'Variant #' but elsewhere show the Item's name
		if t.parent and t.parent.headerID and (t.parent.headerID <= -5200 and t.parent.headerID >= -5205) then
			return t.variantText;
		end
		return t.appearanceText;
	end,
	["title"] = function(t)
		return t.variantText;
	end,
	["variantText"] = function(t)
		return Colorize("Variant " .. t.artifactinfo[4], RGBToHex(t.artifactinfo[9] * 255, t.artifactinfo[10] * 255, t.artifactinfo[11] * 255));
	end,
	["appearanceText"] = function(t)
		return "|cffe6cc80" .. (t.artifactinfo[3] or "???") .. "|r";
	end,
	["description"] = function(t)
		return t.artifactinfo[6] or L["ARTIFACT_INTRO_REWARD"];
	end,
	["atlas"] = function(t)
		return "Forge-ColorSwatchBorder";
	end,
	["atlas-background"] = function(t)
		return "Forge-ColorSwatchBackground";
	end,
	["atlas-border"] = function(t)
		return "Forge-ColorSwatch";
	end,
	["atlas-color"] = function(t)
		return { t.artifactinfo[9], t.artifactinfo[10], t.artifactinfo[11], 1.0 };
	end,
	["model"] = function(t)
		return t.parent and GetRelativeValue(t.parent, "model");
	end,
	["modelScale"] = function(t)
		return t.parent and GetRelativeValue(t.parent, "modelScale") or 0.95;
	end,
	["modelRotation"] = function(t)
		return t.parent and GetRelativeValue(t.parent, "modelRotation") or 45;
	end,
	["silentLink"] = function(t)
		local itemID = t.silentItemID;
		if itemID then
			-- 1 -> Off-Hand Appearance
			-- 2 -> Main-Hand Appearance
			-- return select(2, GetItemInfo(string.format("item:%d::::::::%d:::11:::8:%d:", itemID, app.Level, t.artifactID)));
			-- local link = string.format("item:%d::::::::%d:::11::%d:8:%d:", itemID, app.Level, t.isOffHand and 1 or 2, t.artifactID);
			-- print("Artifact link",t.artifactID,itemID,link);
			return select(2, GetItemInfo(string.format("item:%d:::::::::::11::%d:8:%d:", itemID, t.isOffHand and 1 or 2, t.artifactID)));
		end
	end,
	["silentItemID"] = function(t)
		local itemID;
		if t.isOffHand then
			itemID = artifactItemIDs[1][t.artifactID];
		else
			itemID = artifactItemIDs[t.artifactID];
		end
		if itemID then
			return itemID;
		elseif t.parent and t.parent.headerID and (t.parent.headerID <= -5200 and t.parent.headerID >= -5205) then
			itemID = GetRelativeValue(t.parent, "itemID");
			-- Store the relative ItemID in the artifactItemID cache so it can be referenced accurately by artifacts sourced in specific locations
			if itemID then
				if t.isOffHand then
					artifactItemIDs[1][t.artifactID] = itemID;
				else
					artifactItemIDs[t.artifactID] = itemID;
				end
				-- print("Artifact ItemID Cached",t.artifactID,t.isOffHand,itemID)
			end
			return itemID;
		end
	end,
	["s"] = function(t)
		-- Return the calculated 's' field if existing
		if t._s then return t._s; end
		local s = t.silentLink;
		if s then
			s = app.GetSourceID(s);
			-- print("Artifact Source",s,t.silentLink)
			if s and s > 0 then
				rawset(t, "_s", s);
				if ATTAccountWideData.Sources[s] ~= 1 and C_TransmogCollection_PlayerHasTransmogItemModifiedAppearance(s) then
					-- print("Saved Known Source",s)
					ATTAccountWideData.Sources[s] = 1;
				end
				return s;
			end
		end
	end,
};
app.BaseArtifact = app.BaseObjectFields(fields);
app.CreateArtifact = function(id, t)
	return setmetatable(constructor(id, t, "artifactID"), app.BaseArtifact);
end
end)();

-- Azerite Essence Lib
(function()
local fields = {
	["key"] = function(t)
		return "azeriteEssenceID";
	end,
	["info"] = function(t)
		return C_AzeriteEssence.GetEssenceInfo(t.azeriteEssenceID) or {};
	end,
	["collectible"] = function(t)
		return app.CollectibleAzeriteEssences;
	end,
	["collected"] = function(t)
		if (app.CurrentCharacter.AzeriteEssenceRanks[t.azeriteEssenceID] or 0) >= t.rank then
			return 1;
		end

		local accountRank = ATTAccountWideData.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
					app.CurrentCharacter.AzeriteEssenceRanks[t.azeriteEssenceID] = info.rank;
					if info.rank > accountRank then ATTAccountWideData.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
	end,
	["text"] = function(t)
		return t.link;
	end,
	["lvl"] = function(t)
		return 50;
	end,
	["icon"] = function(t)
		return t.info.icon or "Interface/ICONS/INV_Glowing Azerite Spire";
	end,
	["name"] = function(t)
		return t.info.name;
	end,
	["link"] = function(t)
		return C_AzeriteEssence.GetEssenceHyperlink(t.azeriteEssenceID, t.rank);
	end,
	["rank"] = function(t)
		return t.info.rank or 0;
	end,
};
app.BaseAzeriteEssence = app.BaseObjectFields(fields);
app.CreateAzeriteEssence = function(id, t)
	return setmetatable(constructor(id, t, "azeriteEssenceID"), app.BaseAzeriteEssence);
end
end)();

-- Battle Pet Lib
(function()
local CollectedSpeciesHelper = setmetatable({}, {
	__index = function(t, key)
		if C_PetJournal.GetNumCollectedInfo(key) > 0 then
			rawset(t, key, 1);
			return 1;
		end
	end
});
local fields = {
	["key"] = function(t)
		return "speciesID";
	end,
	["filterID"] = function(t)
		return 101;
	end,
	["collectible"] = function(t)
		return app.CollectibleBattlePets;
	end,
	["collected"] = function(t)
		if CollectedSpeciesHelper[t.speciesID] then
			return 1;
		end
		local altSpeciesID = t.altSpeciesID;
		if altSpeciesID and CollectedSpeciesHelper[altSpeciesID]then
			return 2;
		end
	end,
	["text"] = function(t)
		return "|cff0070dd" .. (t.name or RETRIEVING_DATA) .. "|r";
	end,
	["icon"] = function(t)
		return select(2, C_PetJournal.GetPetInfoBySpeciesID(t.speciesID));
	end,
	["lore"] = function(t)
		return select(6, C_PetJournal.GetPetInfoBySpeciesID(t.speciesID));
	end,
	["displayID"] = function(t)
		return select(12, C_PetJournal.GetPetInfoBySpeciesID(t.speciesID));
	end,
	["petTypeID"] = function(t)
		return select(3, C_PetJournal.GetPetInfoBySpeciesID(t.speciesID));
	end,
	["name"] = function(t)
		return select(1, C_PetJournal.GetPetInfoBySpeciesID(t.speciesID));
	end,
	["link"] = function(t)
		if t.itemID then
			local link = select(2, GetItemInfo(t.itemID));
			if link then
				t.link = link;
				return link;
			end
		end
	end,
	["tsm"] = function(t)
		return string.format("p:%d:1:3", t.speciesID);
	end,
};
app.BaseSpecies = app.BaseObjectFields(fields);
app.CreateSpecies = function(id, t)
	return setmetatable(constructor(id, t, "speciesID"), app.BaseSpecies);
end

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(CollectedSpeciesHelper, speciesID) then
		-- print("not already learned pet")
		rawset(CollectedSpeciesHelper, speciesID, 1);
		UpdateSearchResults(SearchForField("speciesID", speciesID));
		app:PlayFanfare();
		app:TakeScreenShot();
		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,C_PetJournal.GetPetInfoByPetID(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(CollectedSpeciesHelper) do
		if C_PetJournal.GetNumCollectedInfo(speciesID) < 1 then
			rawset(CollectedSpeciesHelper, speciesID, nil);
			atLeastOne = true;
		end
	end
	if atLeastOne then
		app:PlayRemoveSound();
		app:RefreshData(false, true);
		-- wipe(searchCache); -- handled by refresh data
	end
end

local fields = {
	["key"] = function(t)
		return "petAbilityID";
	end,
	["text"] = function(t)
		return select(2, C_PetBattles.GetAbilityInfoByID(t.petAbilityID));
	end,
	["icon"] = function(t)
		return select(3, C_PetBattles.GetAbilityInfoByID(t.petAbilityID));
	end,
	["description"] = function(t)
		return select(5, C_PetBattles.GetAbilityInfoByID(t.petAbilityID));
	end,
};
app.BasePetAbility = app.BaseObjectFields(fields);
app.CreatePetAbility = function(id, t)
	return setmetatable(constructor(id, t, "petAbilityID"), app.BasePetAbility);
end

local fields = {
	["key"] = function(t)
		return "petTypeID";
	end,
	["text"] = function(t)
		return _G["BATTLE_PET_NAME_" .. t.petTypeID];
	end,
	["icon"] = function(t)
		return "Interface\\Icons\\Icon_PetFamily_"..PET_TYPE_SUFFIX[t.petTypeID];
	end,
	["filterID"] = function(t)
		return 101;
	end,
};
app.BasePetType = app.BaseObjectFields(fields);
app.CreatePetType = function(id, t)
	return setmetatable(constructor(id, t, "petTypeID"), app.BasePetType);
end
end)();

-- Category Lib
(function()
local fields = {
	["key"] = function(t)
		return "categoryID";
	end,
	["name"] = function(t)
		return AllTheThingsAD.LocalizedCategoryNames[t.categoryID] or ("Unknown Category #" .. t.categoryID);
	end,
	["text"] = function(t)
		return app.TryColorizeName(t, t.name);
	end,
	["icon"] = function(t)
		return AllTheThings.CategoryIcons[t.categoryID] or "Interface/ICONS/INV_Garrison_Blueprints1";
	end,
};
app.BaseCategory = app.BaseObjectFields(fields);
app.CreateCategory = function(id, t)
	return setmetatable(constructor(id, t, "categoryID"), app.BaseCategory);
end
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",
};
local GetClassIDFromClassFile = function(classFile)
	for i,icon in pairs(classIcons) do
		local info = C_CreatureInfo.GetClassInfo(i);
		if info and info.classFile == classFile then
			return i;
		end
	end
end
app.ClassDB = setmetatable({}, { __index = function(t, className)
	for i,_ in pairs(classIcons) do
		local info = C_CreatureInfo.GetClassInfo(i);
		if info and info.className == className then
			rawset(t, className, i);
			return i;
		end
	end
end });
local fields = {
	["key"] = function(t)
		return "classID";
	end,
	["text"] = function(t)
		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;
	end,
	["icon"] = function(t)
		return classIcons[t.classID];
	end,
	["c"] = function(t)
		local c = { t.classID };
		rawset(t, "c", c);
		return c;
	end,
	["nmc"] = function(t)
		return t.classID ~= app.ClassIndex;
	end,
	["classColors"] = function(t)
		return RAID_CLASS_COLORS[select(2, GetClassInfo(t.classID))];
	end,
};
app.BaseCharacterClass = app.BaseObjectFields(fields);
app.CreateCharacterClass = function(id, t)
	return setmetatable(constructor(id, t, "classID"), app.BaseCharacterClass);
end
local unitFields = {
	["key"] = function(t)
		return "unit";
	end,
	["text"] = function(t)
		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 _, classFile, classID = UnitClass(t.unit);
			if classFile then
				rawset(t, "classID", classID);
				name = "|c" .. RAID_CLASS_COLORS[classFile].colorStr .. name .. "|r";
			end
			return name;
		end
		return t.unit;
	end,
	["icon"] = function(t)
		if t.classID and not app.Settings:GetTooltipSetting("Models") then return classIcons[t.classID]; end
	end,
	["name"] = function(t)
		return UnitName(t.unit);
	end,
	["guid"] = function(t)
		return UnitGUID(t.unit);
	end,
	["title"] = function(t)
		if IsInGroup() then
			if rawget(t, "isML") then return MASTER_LOOTER; end
			if UnitIsGroupLeader(t.name) then return RAID_LEADER; end
		end
	end,
	["isGUID"] = function(t)
		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
					rawset(t, "classID", class_id_cache[classID]);
					name = "|c" .. RAID_CLASS_COLORS[classID].colorStr .. name .. "|r";
				end
				rawset(t, "text", name);
			end
			rawset(t, "isGUID", true);
			return true;
		else
			rawset(t, "isGUID", false);
		end
	end,
};
app.BaseUnit = app.BaseObjectFields(unitFields);
app.CreateUnit = function(unit, t)
	return setmetatable(constructor(unit, t, "unit"), app.BaseUnit);
end
end)();

-- Currency Lib
(function()
local C_CurrencyInfo_GetCurrencyInfo = C_CurrencyInfo.GetCurrencyInfo;
local C_CurrencyInfo_GetCurrencyLink = C_CurrencyInfo.GetCurrencyLink;
local cache = app.CreateCache("currencyID");
local function default_text(t)
	return t.link or t.name;
end
local function default_info(t)
	return C_CurrencyInfo_GetCurrencyInfo(t.currencyID);
end
local function default_link(t)
	return C_CurrencyInfo_GetCurrencyLink(t.currencyID, 1);
end
local fields = {
	["key"] = function(t)
		return "currencyID";
	end,
	["text"] = function(t)
		return cache.GetCachedField(t, "text", default_text);
	end,
	["info"] = function(t)
		return cache.GetCachedField(t, "info", default_info);
	end,
	["link"] = function(t)
		return cache.GetCachedField(t, "link", default_link);
	end,
	["icon"] = function(t)
		local info = t.info;
		return info and info.iconFileID;
	end,
	["name"] = function(t)
		local info = t.info;
		return info and info.name or ("Currency #" .. t.currencyID);
	end,
	["costCollectibles"] = function(t)
		return cache.GetCachedField(t, "costCollectibles");
	end,
	["collectibleAsCost"] = function(t)
		if not t.costCollectibles then
			local results, id;
			if t.currencyID then
				id = t.currencyID;
				results = app.SearchForField("currencyIDAsCost", id);
			end
			if results and #results > 0 then
				local costCollectibles, collectible = {};
				cache.SetCachedField(t, "costCollectibles", costCollectibles);
				for _,ref in pairs(results) do
					-- different currencyID
					if ref.currencyID ~= t.currencyID and
						-- is not a parent of the cost group itself
						not GetRelativeField(t, "parent", ref) then
						-- track this item as a cost collectible
						tinsert(costCollectibles, ref);
						collectible = collectible or app.CheckCollectible(t, ref, ref._cache);
					end
				end
				return collectible;
			else
				cache.SetCachedField(t, "costCollectibles", app.EmptyTable);
			end
		else
			-- Quick escape if current-character only and comes from something saved
			if not app.MODE_DEBUG_OR_ACCOUNT and t.parent and t.parent.saved then return false; end
			-- Use the common collectibility check logic
			local collectible;
			for _,ref in pairs(t.costCollectibles) do
				collectible = app.CheckCollectible(t, ref, ref._cache);
				if collectible then return true; end
			end
		end
	end,
	["collectedAsCost"] = function(t)
		local collectibles, collectible, collected = t.costCollectibles;
		if not collectibles then return; end
		for _,ref in pairs(collectibles) do
			-- Use the common collectibility check logic
			collectible, collected = app.CheckCollectible(t, ref, ref._cache);
			if collectible and not collected then return false; end
		end
		return true;
	end,
	["costTotal"] = function(t)
		return t.collectibleAsCost and 1 or 0;
	end,
	["costProgress"] = function(t)
		return t.collectedAsCost and 1 or 0;
	end,
};
app.BaseCurrencyClass = app.BaseObjectFields(fields, "BaseCurrencyClass");
app.CreateCurrencyClass = function(id, t)
	return setmetatable(constructor(id, t, "currencyID"), app.BaseCurrencyClass);
end
end)();

-- Death Tracker Lib
(function()
local OnUpdateForDeathTrackerLib = function(t)
	if app.MODE_DEBUG then -- app.Settings:Get("Thing:Deaths");
		t.visible = app.GroupVisibilityFilter(t);
		local stat = select(1, GetStatistic(60)) or "0";
		if stat == "--" then stat = "0"; end
		local deaths = tonumber(stat);
		if deaths > 0 and deaths > app.CurrentCharacter.Deaths then
			app.CurrentCharacter.Deaths = deaths;
			ATTAccountWideData.Deaths = ATTAccountWideData.Deaths + (deaths - app.CurrentCharacter.Deaths);
		end
		t.parent.progress = t.parent.progress + t.progress;
		t.parent.total = t.parent.total + t.total;
	else
		t.visible = false;
	end
	return false;
end
local fields = {
	["key"] = function(t)
		return "deaths";
	end,
	["text"] = function(t)
		return "Total Deaths";
	end,
	["icon"] = function(t)
		return app.asset("Category_Deaths");
	end,
	["progress"] = function(t)
		return math.min(1000, app.AccountWideDeaths and ATTAccountWideData.Deaths or app.CurrentCharacter.Deaths);
	end,
	["total"] = function(t)
		return 1000;
	end,
	["description"] = function(t)
		return "The ATT Gods must be sated. Go forth and attempt to level, mortal!\n\n 'Live! Die! Live Again!'\n";
	end,
	["OnTooltip"] = function(t)
		local c = {};
		for guid,character in pairs(ATTCharacterData) do
			if character and character.Deaths and character.Deaths > 0 then
				tinsert(c, character);
			end
		end
		if #c > 0 then
			GameTooltip:AddLine(" ");
			GameTooltip:AddLine("Deaths Per Character:");
			insertionSort(c, function(a, b)
				return a.Deaths > b.Deaths;
			end);
			for i,data in ipairs(c) do
				GameTooltip:AddDoubleLine("  " .. string.gsub(data.text, "-" .. GetRealmName(), ""), data.Deaths, 1, 1, 1);
			end
		end
	end,
	["OnUpdate"] = function(t)
		return OnUpdateForDeathTrackerLib;
	end,
};
app.BaseDeathClass = app.BaseObjectFields(fields);
app.CreateDeathClass = function()
	return setmetatable({}, app.BaseDeathClass);
end
end)();

-- Difficulty Lib
(function()
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] = app.asset("Difficulty_LFR"),
	[-2] = app.asset("Difficulty_Normal"),
	[-3] = app.asset("Difficulty_Heroic"),
	[-4] = app.asset("Difficulty_Mythic"),
	[1] = app.asset("Difficulty_Normal"),
	[2] = app.asset("Difficulty_Heroic"),
	[3] = app.asset("Difficulty_Normal"),
	[4] = app.asset("Difficulty_Normal"),
	[5] = app.asset("Difficulty_Heroic"),
	[6] = app.asset("Difficulty_Heroic"),
	[7] = app.asset("Difficulty_LFR"),
	[9] = app.asset("Difficulty_Mythic"),
	[11] = app.asset("Difficulty_Normal"),
	[12] = app.asset("Difficulty_Heroic"),
	[14] = app.asset("Difficulty_Normal"),
	[15] = app.asset("Difficulty_Heroic"),
	[16] = app.asset("Difficulty_Mythic"),
	[17] = app.asset("Difficulty_LFR"),
	[18] = app.asset("Category_Event"),
	[23] = app.asset("Difficulty_Mythic"),
	[24] = app.asset("Difficulty_Timewalking"),
	[33] = app.asset("Difficulty_Timewalking"),
};
local fields = {
	["key"] = function(t)
		return "difficultyID";
	end,
	["text"] = function(t)
		return L["CUSTOM_DIFFICULTIES"][t.difficultyID] or GetDifficultyInfo(t.difficultyID) or "Unknown Difficulty";
	end,
	["icon"] = function(t)
		return app.DifficultyIcons[t.difficultyID];
	end,
	["saved"] = function(t)
		return t.locks;
	end,
	["locks"] = function(t)
		local locks = t.parent and t.parent.locks;
		if locks then
			if t.parent.isLockoutShared and not (t.difficultyID == 7 or t.difficultyID == 17) then
				rawset(t, "locks", 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, "locks", lock);
						return lock;
					end
				end
			end
		end
	end,
	["u"] = function(t)
		if t.difficultyID == 24 or t.difficultyID == 33 then
			return 1016;
		end
	end,
	["description"] = function(t)
		if t.difficultyID == 24 or t.difficultyID == 33 then
			return L["WE_JUST_HATE_TIMEWALKING"];
		end
	end,
};
app.BaseDifficulty = app.BaseObjectFields(fields);
app.CreateDifficulty = function(id, t)
	return setmetatable(constructor(id, t, "difficultyID"), app.BaseDifficulty);
end
end)();

-- Encounter Lib
(function()
local cache = app.CreateCache("encounterID");
local function CacheEncounterInfo(t)
	local t, id = cache.GetCached(t);
	local name, lore, _, _, link = EJ_GetEncounterInfo(id);
	t.name = name;
	t.lore = lore;
	t.link = link;
	t.displayID = select(4, EJ_GetCreatureInfo(1, id));
end
local function default_name(t)
	CacheEncounterInfo(t);
	return cache.GetCachedField(t, "name");
end
local function default_lore(t)
	CacheEncounterInfo(t);
	return cache.GetCachedField(t, "lore");
end
local function default_link(t)
	CacheEncounterInfo(t);
	return cache.GetCachedField(t, "link");
end
local function default_displayID(t)
	CacheEncounterInfo(t);
	return cache.GetCachedField(t, "displayID");
end
local function default_displayInfo(t)
	local displayInfos, id, displayInfo = {}, t.encounterID;
	for i=1,MAX_CREATURES_PER_ENCOUNTER do
		displayInfo = select(4, EJ_GetCreatureInfo(i, id));
		if displayInfo then
			tinsert(displayInfos, displayInfo);
		else
			break;
		end
	end
	return displayInfos;
end
local fields = {
	["key"] = function(t)
		return "encounterID";
	end,
	["text"] = function(t)
		return app.TryColorizeName(t, t.name);
	end,
	["name"] = function(t)
		return cache.GetCachedField(t, "name", default_name);
	end,
	["lore"] = function(t)
		return cache.GetCachedField(t, "lore", default_lore);
	end,
	["link"] = function(t)
		return cache.GetCachedField(t, "link", default_link);
	end,
	["displayID"] = function(t)
		return cache.GetCachedField(t, "displayID", default_displayID);
	end,
	["displayInfo"] = function(t)
		return cache.GetCachedField(t, "displayInfo", default_displayInfo);
	end,
	["icon"] = function(t)
		return app.DifficultyIcons[GetRelativeValue(t, "difficultyID") or 1];
	end,
	["trackable"] = function(t)
		return t.questID;
	end,
	["saved"] = function(t)
		-- only consider encounters saved if saved for the current character
		return IsQuestFlaggedCompleted(t.questID);
	end,
	["index"] = function(t)
		return 1;
	end,
};
app.BaseEncounter = app.BaseObjectFields(fields);
app.CreateEncounter = function(id, t)
	return setmetatable(constructor(id, t, "encounterID"), app.BaseEncounter);
end
end)();

-- Faction Lib
(function()
local GetFriendshipReputation = GetFriendshipReputation;
local StandingByID = {
	{	-- 1: HATED
		["color"] = GetProgressColor(0),
		["threshold"] = -42000,
	},
	{	-- 2: HOSTILE
		["color"] = "00FF0000",
		["threshold"] = -6000,
	},
	{	-- 3: UNFRIENDLY
		["color"] = "00EE6622",
		["threshold"] = -3000,
	},
	{	-- 4: NEUTRAL
		["color"] = "00FFFF00",
		["threshold"] = 0,
	},
	{	-- 5: FRIENDLY
		["color"] = "0000FF00",
		["threshold"] = 3000,
	},
	{	-- 6: HONORED
		["color"] = "0000FF88",
		["threshold"] = 9000,
	},
	{	-- 7: REVERED
		["color"] = "0000FFCC",
		["threshold"] = 21000,
	},
	{	-- 8: EXALTED
		["color"] = GetProgressColor(1),
		["threshold"] = 42000,
	},
};
app.FactionNameByID = setmetatable({}, { __index = function(t, id)
	local name = select(1, GetFactionInfoByID(id)) or select(4, GetFriendshipReputation(id));
	if name then
		rawset(t, id, name);
		rawset(app.FactionIDByName, name, id);
		return name;
	end
end });
app.FactionIDByName = setmetatable({}, { __index = function(t, name)
	for i=1,3000,1 do
		if app.FactionNameByID[i] == name then
			rawset(t, name, i);
			return i;
		end
	end
end });
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
	}
};
app.ColorizeStandingText = function(standingID, text)
	local standing = StandingByID[standingID];
	if standing then
		return Colorize(text, standing.color);
	else
		local rgb = FACTION_BAR_COLORS[standingID];
		return Colorize(text, RGBToHex(rgb.r * 255, rgb.g * 255, rgb.b * 255));
	end
end
app.GetFactionIDByName = function(name)
	name = strtrim(name);
	return app.FactionIDByName[name] or name;
end
app.GetFactionStanding = function(reputationPoints)
	-- Total earned rep from GetFactionInfoByID is a value AWAY FROM ZERO, not a value within the standing bracket.
	if reputationPoints then
		for i=#StandingByID,1,-1 do
			local threshold = StandingByID[i].threshold;
			if reputationPoints >= threshold then
				return i, threshold < 0 and (threshold - reputationPoints) or (reputationPoints - threshold);
			end
		end
	end
	return 1, 0
end
app.GetFactionStandingText = function(standingID)
	return app.ColorizeStandingText(standingID, _G["FACTION_STANDING_LABEL" .. standingID] or UNKNOWN);
end
app.GetFactionStandingThresholdFromString = function(replevel)
	replevel = strtrim(replevel);
	for standing=1,8,1 do
		if _G["FACTION_STANDING_LABEL" .. standing] == replevel then
			return StandingByID[standing].threshold;
		end
	end
end
app.IsFactionExclusive = function(factionID)
	return factionID == 934 or factionID == 932;
end
local cache = app.CreateCache("factionID");
local function CacheFactionInfo(t)
	local _t, id = cache.GetCached(t);
	-- do not attempt caching more than 1 time per factionID since not every cached field may have a cached value
	if _t.name then return end
	local factionInfo = { GetFactionInfoByID(id) };
	local friendshipInfo = { GetFriendshipReputation(id) };
	local name = factionInfo[1] or friendshipInfo[4];
	local lore = factionInfo[2];
	_t.name = name or (t.creatureID and NPCNameFromID[t.creatureID]) or (FACTION .. " #" .. id);
	if lore then
		_t.lore = lore;
	elseif not name then
		_t.description = L["FACTION_SPECIFIC_REP"];
	end
	if friendshipInfo[1] then
		rawset(t, "isFriend", true);
		local friendship = friendshipInfo[5];
		if friendship then
			if _t.lore then
		 		_t.lore = _t.lore.."\n\n"..friendship;
			else
		 		_t.lore = friendship;
			end
		 end
	end
end
local function default_name(t)
	CacheFactionInfo(t);
	return cache.GetCachedField(t, "name");
end
local function default_description(t)
	CacheFactionInfo(t);
	return cache.GetCachedField(t, "description");
end
local function default_lore(t)
	CacheFactionInfo(t);
	return cache.GetCachedField(t, "lore");
end
local fields = {
	["key"] = function(t)
		return "factionID";
	end,
	["text"] = function(t)
		return app.TryColorizeName(t, t.name);
	end,
	["name"] = function(t)
		return cache.GetCachedField(t, "name", default_name);
	end,
	["description"] = function(t)
		return cache.GetCachedField(t, "description", default_description);
	end,
	["lore"] = function(t)
		return cache.GetCachedField(t, "lore", default_lore);
	end,
	["icon"] = function(t)
		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 app.asset("Category_Factions");
	end,
	["link"] = function(t)
		return t.achievementID and GetAchievementLink(t.achievementID);
	end,
	["achievementID"] = function(t)
		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
	end,
	["filterID"] = function(t)
		return 112;
	end,
	["trackable"] = app.ReturnTrue,
	["collectible"] = function(t)
		return app.CollectibleReputations;
	end,
	["collected"] = function(t)
		local factionID = t.factionID;
		if app.CurrentCharacter.Factions[factionID] then return 1; end
		if t.standing >= t.maxstanding then
			app.CurrentCharacter.Factions[factionID] = 1;
			ATTAccountWideData.Factions[factionID] = 1;
			return 1;
		end
		local friendID, _, _, _, _, _, _, _, nextFriendThreshold = GetFriendshipReputation(factionID);
		if friendID and not nextFriendThreshold then
			app.CurrentCharacter.Factions[factionID] = 1;
			ATTAccountWideData.Factions[factionID] = 1;
			return 1;
		end
		if app.AccountWideReputations and ATTAccountWideData.Factions[factionID] then return 2; end

		-- If there's an associated achievement, return partial completion.
		if t.achievementID and select(4, GetAchievementInfo(t.achievementID)) then
			return 2;
		end

		-- If your reputation is higher than the maximum for a different faction, return partial completion.
		if t.maxReputation and t.maxReputation[1] ~= factionID and (select(3, GetFactionInfoByID(t.maxReputation[1])) or 4) >= app.GetFactionStanding(t.maxReputation[2]) then
			return 2;
		end

		-- If this can be completed by completing a different achievement, return partial completion.
		if t.altAchievements then
			for i,achID in ipairs(t.altAchievements) do
				if select(4, GetAchievementInfo(achID)) then
					return 2;
				end
			end
		end
	end,
	["saved"] = function(t)
		local factionID = t.factionID;
		if app.CurrentCharacter.Factions[factionID] then return 1; end
		if t.standing >= t.maxstanding then
			app.CurrentCharacter.Factions[factionID] = 1;
			ATTAccountWideData.Factions[factionID] = 1;
			return 1;
		end
		local friendID, _, _, _, _, _, _, _, nextFriendThreshold = GetFriendshipReputation(factionID);
		if friendID and not nextFriendThreshold then
			app.CurrentCharacter.Factions[factionID] = 1;
			ATTAccountWideData.Factions[factionID] = 1;
			return 1;
		end
	end,
	["title"] = function(t)
		if t.isFriend then
			local reputation = t.reputation;
			local amount, ceiling = select(2, app.GetFactionStanding(reputation)), t.ceiling;
			local title = select(7, GetFriendshipReputation(t.factionID));
			if ceiling then
				title = title .. DESCRIPTION_SEPARATOR .. amount .. " / " .. ceiling;
				if reputation < 42000 then
					return title .. " (" .. (42000 - reputation) .. ")";
				end
			end
			return title;
		else
			local reputation = t.reputation;
			local amount, ceiling = select(2, app.GetFactionStanding(reputation)), t.ceiling;
			local title = _G["FACTION_STANDING_LABEL" .. t.standing];
			if ceiling then
				title = title .. DESCRIPTION_SEPARATOR .. amount .. " / " .. ceiling;
				if reputation < 42000 then
					return title .. " (" .. (42000 - reputation) .. " to " .. _G["FACTION_STANDING_LABEL8"] .. ")";
				end
			end
			return title;
		end
	end,
	["isFriend"] = function(t)
		if select(1, GetFriendshipReputation(t.factionID)) then
			rawset(t, "isFriend", true);
			return true;
		else
			rawset(t, "isFriend", false);
			return false;
		end
	end,
	["reputation"] = function(t)
		return select(6, GetFactionInfoByID(t.factionID));
	end,
	["ceiling"] = function(t)
		local _, _, _, m, ma = GetFactionInfoByID(t.factionID);
		return ma and m and (ma - m);
	end,
	["standing"] = function(t)
		return select(3, GetFactionInfoByID(t.factionID)) or 1;
	end,
	["maxstanding"] = function(t)
		if t.minReputation and t.minReputation[1] == t.factionID then
			return app.GetFactionStanding(t.minReputation[2]);
		end
		return 8;
	end,
	["sortProgress"] = function(t)
		return ((t.reputation or -42000) + 42000) / 84000;
	end,
};
app.BaseFaction = app.BaseObjectFields(fields);
app.CreateFaction = function(id, t)
	return setmetatable(constructor(id, t, "factionID"), app.BaseFaction);
end
app.OnUpdateReputationRequired = function(t)
	-- The only non-regular update processing this group should have
	-- is if the User is not in Debug/Account and should not see it due to the reputation requirement not being met
	if not app.MODE_DEBUG_OR_ACCOUNT and t.minReputation and (select(6, GetFactionInfoByID(t.minReputation[1])) or 0) < t.minReputation[2] then
		t.visible = false;
		return true;
	end
	-- Returns false since we need to just call the regular update group logic
	return false;
end
end)();

-- Filter Lib
(function()
local fields = {
	["key"] = function(t)
		return "filterID";
	end,
	["text"] = function(t)
		return L["FILTER_ID_TYPES"][t.filterID];
	end,
	["icon"] = function(t)
		return L["FILTER_ID_ICONS"][t.filterID];
	end,
};
app.BaseFilter = app.BaseObjectFields(fields);
app.CreateFilter = function(id, t)
	return setmetatable(constructor(id, t, "filterID"), app.BaseFilter);
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)
	-- Argus only returns specific Flight Points per map
	885,	-- Antoran Wastes
	830,	-- Krokuun
	882,	-- Mac'Aree
	831,	-- Upper Deck [The Vindicaar: Krokuun]
	883,	-- Upper Deck [The Vindicaar: Mac'Aree]
	886,	-- Upper Deck [The Vindicaar: Antoran Wastes]

	862,	-- Zuldazar
	896,	-- Drustvar
	1355,	-- Nazjatar
	1550,	-- The Shadowlands
	1409,	-- Exile's Reach
};
local C_TaxiMap_GetTaxiNodesForMap = C_TaxiMap.GetTaxiNodesForMap;
local C_TaxiMap_GetAllTaxiNodes = C_TaxiMap.GetAllTaxiNodes;
app.CacheFlightPathData = function()
	if not app.CacheFlightPathData_Ran then
		-- app.DEBUG_PRINT = true;
		local newNodes, node = {};
		for i,mapID in ipairs(arrOfNodes) do
			-- if mapID == 882 then app.DEBUG_PRINT = true; end
			local allNodeData = C_TaxiMap_GetTaxiNodesForMap(mapID);
			if allNodeData then
				for j,nodeData in ipairs(allNodeData) do
					-- if nodeData.nodeID == 63 then app.DEBUG_PRINT = true; end
					-- if app.DEBUG_PRINT then app.PrintTable(nodeData) end
					node = app.FlightPathDB[nodeData.nodeID];
					if node then
						-- if app.DEBUG_PRINT then print("DB node") end
						-- associate in-game or our own cached data with the Sourced FP
						-- can only apply in-game data when it exists...
						if nodeData.name then node.name = nodeData.name; end
						if nodeData.faction then
							node.faction = nodeData.faction;
						elseif nodeData.atlasName then
							if nodeData.atlasName == "TaxiNode_Alliance" then
								node.faction = 2;
							elseif nodeData.atlasName == "TaxiNode_Horde" then
								node.faction = 1;
							end
						end
						-- if app.DEBUG_PRINT then app.PrintTable(node) end
					elseif nodeData.name and true then	-- Turn this off when you're done harvesting.
						-- if app.DEBUG_PRINT then print("*NEW* Node") end
						node = {};
						node.name = "*NEW* " .. nodeData.name;
						if nodeData.faction then
							node.faction = nodeData.faction;
						elseif nodeData.atlasName then
							if nodeData.atlasName == "TaxiNode_Alliance" then
								node.faction = 2;
							elseif nodeData.atlasName == "TaxiNode_Horde" then
								node.faction = 1;
							end
						end
						-- app.PrintTable(node)
						app.FlightPathDB[nodeData.nodeID] = node;
						newNodes[nodeData.nodeID] = node;
					end
					-- app.DEBUG_PRINT = nil;
				end
			end
			-- app.DEBUG_PRINT = nil;
		end
		app.CacheFlightPathData_Ran = true;
		SetDataMember("NewFlightPathData", newNodes);
		-- return if some new flight path was found
		-- print("CacheFlightPathData Found new nodes?",foundNew)
		-- app.PrintTable(newNodes);
		-- app.DEBUG_PRINT = nil;
		return true;
	end
end
local fields = {
	["key"] = function(t)
		return "flightPathID";
	end,
	["info"] = function(t)
		local info = app.FlightPathDB[t.flightPathID];
		if info then
			rawset(t, "info", info);
			if info.mapID then app.CacheField(t, "mapID", info.mapID); end
			if info.qg then app.CacheField(t, "creatureID", info.qg); end
			return info;
		end
		return app.EmptyTable;
	end,
	["text"] = function(t)
		return app.TryColorizeName(t, t.name);
	end,
	["name"] = function(t)
		return t.info.name or L["VISIT_FLIGHT_MASTER"];
	end,
	["icon"] = function(t)
		local r = t.r;
		if r then
			if r == Enum.FlightPathFaction.Horde then
				return app.asset("fp_horde");
			else
				return app.asset("fp_alliance");
			end
		end
		return app.asset("fp_neutral");
	end,
	["altQuests"] = function(t)
		return t.info.altQuests;
	end,
	["description"] = function(t)
		local description = t.info.description;
		return (description and (description .."\n\n") or "") .. L["FLIGHT_PATHS_DESC"];
	end,
	["collectible"] = function(t)
		return app.CollectibleFlightPaths;
	end,
	["collected"] = function(t)
		if app.CurrentCharacter.FlightPaths[t.flightPathID] then return 1; end
		if app.AccountWideFlightPaths and ATTAccountWideData.FlightPaths[t.flightPathID] then return 2; end
		if app.MODE_DEBUG_OR_ACCOUNT then return false; end
		if t.altQuests then
			for i,questID in ipairs(t.altQuests) do
				if IsQuestFlaggedCompleted(questID) then
					return 2;
				end
			end
		end
	end,
	["trackable"] = app.ReturnTrue,
	["saved"] = function(t)
		return app.CurrentCharacter.FlightPaths[t.flightPathID];
	end,
	["coord"] = function(t)
		return t.info.coord;
	end,
	["c"] = function(t)
		return t.info.c;
	end,
	["r"] = function(t)
		local faction = t.info.faction;
		if faction and faction > 0 then
			return faction;
		end
	end,
	["u"] = function(t)
		return t.info.u;
	end,
	["crs"] = function(t)
		return t.info.qg and { t.info.qg };
	end,
	["mapID"] = function(t)
		return t.info.mapID;
	end,
	["nmc"] = function(t)
		local c = t.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;
	end,
	["nmr"] = function(t)
		local r = t.r;
		return r and r ~= app.FactionID;
	end,
	["sourceQuests"] = function(t)
		return t.info.sourceQuests;
	end,
};
app.BaseFlightPath = app.BaseObjectFields(fields);
app.CreateFlightPath = function(id, t)
	return setmetatable(constructor(id, t, "flightPathID"), app.BaseFlightPath);
end
app.events.TAXIMAP_OPENED = function()
	local allNodeData = C_TaxiMap_GetAllTaxiNodes(app.GetCurrentMapID());
	if allNodeData then
		local newFPs, nodeID;
		local currentCharFPs, acctFPs = app.CurrentCharacter.FlightPaths, ATTAccountWideData.FlightPaths;
		for j,nodeData in ipairs(allNodeData) do
			if nodeData.state and nodeData.state < 2 then
				nodeID = nodeData.nodeID;
				if not currentCharFPs[nodeID] then
					acctFPs[nodeID] = 1;
					currentCharFPs[nodeID] = 1;
					if not newFPs then newFPs = { nodeID }
					else tinsert(newFPs, nodeID); end
				end
			end
		end
		-- Need to update the dynamic Flight Paths category as well
		app.UpdateGroup(app.Categories, app.FlightPathsCategory);
		UpdateRawIDs("flightPathID", newFPs);
	end
end
end)();

-- Follower Lib
(function()
local C_Garrison_GetFollowerInfo = C_Garrison.GetFollowerInfo;
local C_Garrison_GetFollowerLink = C_Garrison.GetFollowerLink;
local C_Garrison_GetFollowerLinkByID = C_Garrison.GetFollowerLinkByID;
local C_Garrison_IsFollowerCollected = C_Garrison.IsFollowerCollected;
local fields = {
	["key"] = function(t)
		return "followerID";
	end,
	["info"] = function(t)
		local info = C_Garrison_GetFollowerInfo(t.followerID);
		if info then
			rawset(t, "info", info);
			return info;
		end
		return {};
	end,
	["text"] = function(t)
		return t.info.name;
	end,
	["icon"] = function(t)
		return t.info.portraitIconID;
	end,
	["link"] = function(t)
		if app.CurrentCharacter.Followers[t.followerID] then
			return C_Garrison_GetFollowerLink(t.followerID);
		else
			return C_Garrison_GetFollowerLinkByID(t.followerID);
		end
	end,
	["collectible"] = function(t)
		return app.CollectibleFollowers;
	end,
	["collected"] = function(t)
		if app.CurrentCharacter.Followers[t.followerID] then return 1; end
		if C_Garrison_IsFollowerCollected(t.followerID) then
			app.CurrentCharacter.Followers[t.followerID] = 1;
			ATTAccountWideData.Followers[t.followerID] = 1;
			return 1;
		end
		if app.AccountWideFollowers and ATTAccountWideData.Followers[t.followerID] then return 2; end
	end,
	["description"] = function(t)
		return L["FOLLOWERS_COLLECTION_DESC"];
	end,
	["lvl"] = function(t)
		return t.info.level;
	end,
	["title"] = function(t)
		return t.info.className;
	end,
	["displayID"] = function(t)
		local displayIDs = t.info.displayIDs;
		return displayIDs and #displayIDs > 0 and displayIDs[1].id;
	end,
};
app.BaseFollower = app.BaseObjectFields(fields);
app.CreateFollower = function(id, t)
	return setmetatable(constructor(id, t, "followerID"), app.BaseFollower);
end
end)();

-- Garrison Lib
(function()
local C_Garrison_GetBuildingInfo = C_Garrison.GetBuildingInfo;
local C_Garrison_GetMissionName = C_Garrison.GetMissionName;
local C_Garrison_GetTalentInfo = C_Garrison.GetTalentInfo;
local fields = {
	["key"] = function(t)
		return "buildingID";
	end,
	["text"] = function(t)
		return t.link or select(2, C_Garrison_GetBuildingInfo(t.buildingID));
	end,
	["filterID"] = function(t)
		return t.itemID and 200;
	end,
	["collectible"] = function(t)
		return t.itemID and app.CollectibleRecipes;
	end,
	["collected"] = function(t)
		if app.CurrentCharacter.Buildings[t.buildingID] then return 1; end
		if not select(11, C_Garrison_GetBuildingInfo(t.buildingID)) then
			app.CurrentCharacter.Buildings[t.buildingID] = 1;
			ATTAccountWideData.Buildings[t.buildingID] = 1;
			return 1;
		end
		if app.AccountWideRecipes and ATTAccountWideData.Buildings[t.buildingID] then return 2; end
	end,
	["lore"] = function(t)
		return select(5, C_Garrison_GetBuildingInfo(t.buildingID));
	end,
	["icon"] = function(t)
		if t.itemID then
			local _, link, _, _, _, _, _, _, _, icon = GetItemInfo(t.itemID);
			if link then
				rawset(t, "icon", icon);
				rawset(t, "link", link);
				return icon;
			end
		end
		return select(4, C_Garrison_GetBuildingInfo(t.buildingID));
	end,
	["link"] = function(t)
		if t.itemID then
			local _, link, _, _, _, _, _, _, _, icon = GetItemInfo(t.itemID);
			if link then
				rawset(t, "icon", icon);
				rawset(t, "link", link);
				return link;
			end
		end
	end,
};
app.BaseGarrisonBuilding = app.BaseObjectFields(fields);
app.CreateGarrisonBuilding = function(id, t)
	return setmetatable(constructor(id, t, "buildingID"), app.BaseGarrisonBuilding);
end

local fields = {
	["key"] = function(t)
		return "missionID";
	end,
	["text"] = function(t)
		return C_Garrison_GetMissionName(t.missionID);
	end,
	["icon"] = function(t)
		return "Interface/ICONS/INV_Icon_Mission_Complete_Order";
	end,
};
app.BaseGarrisonMission = app.BaseObjectFields(fields);
app.CreateGarrisonMission = function(id, t)
	return setmetatable(constructor(id, t, "missionID"), app.BaseGarrisonMission);
end

local fields = {
	["key"] = function(t)
		return "talentID";
	end,
	["info"] = function(t)
		return C_Garrison_GetTalentInfo(t.talentID) or {};
	end,
	["text"] = function(t)
		return t.info.name;
	end,
	["icon"] = function(t)
		return t.info.icon or "Interface/ICONS/INV_Icon_Mission_Complete_Order";
	end,
	["description"] = function(t)
		return t.info.description;
	end,
	["trackable"] = app.ReturnTrue,
	["saved"] = function(t)
		return IsQuestFlaggedCompleted(t.questID) or t.info.researched;
	end,
};
app.BaseGarrisonTalent = app.BaseObjectFields(fields);
app.CreateGarrisonTalent = function(id, t)
	return setmetatable(constructor(id, t, "talentID"), app.BaseGarrisonTalent);
end
end)();

-- Gear Set Lib
(function()
local C_TransmogSets_GetSetInfo = C_TransmogSets.GetSetInfo;
--[[ 9.1 TEST
C_TransmogSets.GetSetSources = function(setID)
	local setAppearances = C_TransmogSets.GetSetPrimaryAppearances(setID);
	if not setAppearances then
		return nil;
	end
	local lookupTable = { };
	for i, appearanceInfo in ipairs(setAppearances) do
		lookupTable[appearanceInfo.appearanceID] = appearanceInfo.collected;
	end
	return lookupTable;
end
--]]
local C_TransmogSets_GetSetSources = C_TransmogSets.GetSetSources;
local fields = {
	["key"] = function(t)
		return "setID";
	end,
	["info"] = function(t)
		return C_TransmogSets_GetSetInfo(t.setID) or {};
	end,
	["text"] = function(t)
		return t.info.name;
	end,
	["icon"] = function(t)
		local sources = t.sources;
		if sources then
			for sourceID, value in pairs(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;
	end,
	["description"] = function(t)
		local info = t.info;
		if info.description then
			if info.label then return info.label .. " (" .. info.description .. ")"; end
			return info.description;
		end
		return info.label;
	end,
	["header"] = function(t)
		return t.info.label;
	end,
	["subheader"] = function(t)
		return t.info.description;
	end,
	["title"] = function(t)
		return t.info.requiredFaction;
	end,
	["sources"] = function(t)
		local sources = C_TransmogSets_GetSetSources(t.setID);
		if sources then
			rawset(t, "sources", sources);
			return sources;
		end
	end,
};
app.BaseGearSet = app.BaseObjectFields(fields);
app.CreateGearSet = function(id, t)
	return setmetatable(constructor(id, t, "setID"), app.BaseGearSet);
end

local fields = {
	["key"] = function(t)
		return "s";
	end,
	["info"] = function(t)
		return C_TransmogCollection_GetSourceInfo(rawget(t, "s")) or {};
	end,
	["itemID"] = function(t)
		local itemID = t.info.itemID;
		if itemID then
			rawset(t, "itemID", itemID);
			return itemID;
		end
	end,
	["text"] = function(t)
		return t.link;
	end,
	["link"] = function(t)
		return t.itemID and select(2, GetItemInfo(t.itemID));
	end,
	["name"] = function(t)
		return t.itemID and select(1, GetItemInfo(t.itemID));
	end,
	["icon"] = function(t)
		return t.itemID and select(5, GetItemInfoInstant(t.itemID));
	end,
	["collectible"] = function(t)
		return rawget(t, "s") and app.CollectibleTransmog;
	end,
	["collected"] = function(t)
		return ATTAccountWideData.Sources[rawget(t, "s")];
	end,
	["modItemID"] = function(t)
		-- Represents the ModID-included ItemID value for this Item group, will be equal to ItemID if no ModID is present
		-- Crieve question: What is this and why does it exist?
		-- Run answer: Because items with different ModID's are actually treated as different items.
		--   Eventually maybe we can have a better key to distinguish
		rawset(t, "modItemID", GetGroupItemIDWithModID(t) or t.itemID);
		return rawget(t, "modItemID");
	end,
	["specs"] = function(t)
		return t.itemID and GetFixedItemSpecInfo(t.itemID);
	end,
	["invType"] = function(t)
		return t.info.invType or 99;
	end,
};
app.BaseGearSource = app.BaseObjectFields(fields);
app.CreateGearSource = function(id)
	return setmetatable({ s = id}, app.BaseGearSource);
end

local fields = {
	["key"] = function(t)
		return "setID";
	end,
	["info"] = function(t)
		return C_TransmogSets_GetSetInfo(t.setID) or {};
	end,
	["text"] = function(t)
		return t.info.label;
	end,
	["icon"] = function(t)
		return t.achievementID and select(10, GetAchievementInfo(t.achievementID));
	end,
	["link"] = function(t)
		return t.achievementID and GetAchievementLink(t.achievementID);
	end,
	["achievementID"] = function(t)
		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
	end,
};
app.BaseGearSetHeader = app.BaseObjectFields(fields);
app.CreateGearSetHeader = function(id, t)
	return setmetatable(constructor(id, t, "setID"), app.BaseGearSetHeader);
end

local fields = {
	["key"] = function(t)
		return "setID";
	end,
	["info"] = function(t)
		return C_TransmogSets_GetSetInfo(t.setID) or {};
	end,
	["text"] = function(t)
		return t.info.description;
	end,
	["icon"] = function(t)
		return t.achievementID and select(10, GetAchievementInfo(t.achievementID));
	end,
	["link"] = function(t)
		return t.achievementID and GetAchievementLink(t.achievementID);
	end,
	["achievementID"] = function(t)
		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
	end,
};
app.BaseGearSetSubHeader = app.BaseObjectFields(fields);
app.CreateGearSetSubHeader = function(id, t)
	return setmetatable(constructor(id, t, "setID"), app.BaseGearSetSubHeader);
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
local texcoord = { 0.0, 0.7109375, 0.0, 0.7109375 };
local fields = {
	["key"] = function(t)
		return "holidayID";
	end,
	["info"] = function(t)
		local info = GetHolidayCache()[t.holidayID];
		if info then
			rawset(t, "info", info);
			return info;
		end
		return {};
	end,
	["text"] = function(t)
		return t.info.name;
	end,
	["icon"] = function(t)
		-- Use the custom icon if defined
		if L["HOLIDAY_ID_ICONS"][t.holidayID] then
			rawset(t, "icon", L["HOLIDAY_ID_ICONS"][t.holidayID]);
			return rawget(t, "icon");
		end
		return t.holidayID == 235466 and 235465 or t.holidayID;
	end,
	["texcoord"] = function(t)
		return not rawget(t, "icon") and texcoord;
	end,
};
app.BaseHoliday = app.BaseObjectFields(fields);
app.CreateHoliday = function(id, t)
	return setmetatable(constructor(id, t, "holidayID"), app.BaseHoliday);
end
end)();

-- Illusion Lib
(function()
local fields = {
	["key"] = function(t)
		return "illusionID";
	end,
	["filterID"] = function(t)
		return 103;
	end,
	["text"] = function(t)
		if t.itemID then
			local name, link = GetItemInfo(t.itemID);
			if link then
				name = "|cffff80ff[" .. name .. "]|r";
				rawset(t, "link", link);
				rawset(t, "text", name);
				return name;
			end
		end
		return t.silentLink;
	end,
	["icon"] = function(t)
		return "Interface/ICONS/INV_Enchant_Disenchant";
	end,
	["link"] = function(t)
		if t.itemID then
			local name, link = GetItemInfo(t.itemID);
			if link then
				name = "|cffff80ff[" .. name .. "]|r";
				rawset(t, "link", link);
				rawset(t, "text", name);
				return link;
			end
		end
	end,
	["modItemID"] = function(t)
		rawset(t, "modItemID", GetGroupItemIDWithModID(t) or t.itemID);
		return rawget(t, "modItemID");
	end,
	["collectible"] = function(t)
		return app.CollectibleIllusions;
	end,
	["collected"] = function(t)
		return ATTAccountWideData.Illusions[t.illusionID];
	end,
	["silentLink"] = function(t)
		--[[ 9.1 TEST
		local _, hyperlink = C_TransmogCollection.GetIllusionStrings(t.illusionID);
		return hyperlink;
		--]]
		return select(3, C_TransmogCollection_GetIllusionSourceInfo(t.illusionID));
	end,
};
app.BaseIllusion = app.BaseObjectFields(fields);
app.CreateIllusion = function(id, t)
	return setmetatable(constructor(id, t, "illusionID"), app.BaseIllusion);
end
end)();

-- Instance Lib
(function()
local cache = app.CreateCache("instanceID");
local function CacheInstanceInfo(t)
	local _t, id = cache.GetCached(t);
	local name, lore, _, _, _, icon, _, link = EJ_GetInstanceInfo(id);
	_t.name = name;
	_t.lore = lore;
	_t.icon = icon;
	_t.link = link;
end
local function default_name(t)
	CacheInstanceInfo(t);
	return cache.GetCachedField(t, "name");
end
local function default_lore(t)
	CacheInstanceInfo(t);
	return cache.GetCachedField(t, "lore");
end
local function default_icon(t)
	CacheInstanceInfo(t);
	return cache.GetCachedField(t, "icon");
end
local function default_link(t)
	CacheInstanceInfo(t);
	return cache.GetCachedField(t, "link");
end
local fields = {
	["key"] = function(t)
		return "instanceID";
	end,
	["text"] = function(t)
		return app.TryColorizeName(t, t.name);
	end,
	["icon"] = function(t)
		return cache.GetCachedField(t, "icon", default_icon);
	end,
	["name"] = function(t)
		return cache.GetCachedField(t, "name", default_name);
	end,
	["lore"] = function(t)
		return cache.GetCachedField(t, "lore", default_lore);
	end,
	["link"] = function(t)
		return cache.GetCachedField(t, "link", default_link);
	end,
	["back"] = function(t)
		if app.CurrentMapID == t.mapID or (t.maps and contains(t.maps, app.CurrentMapID)) then
			return 1;
		end
	end,
	["saved"] = function(t)
		return t.locks;
	end,
	["locks"] = function(t)
		local locks = app.CurrentCharacter.Lockouts[t.name];
		if locks then
			rawset(t, "locks", locks);
			return locks;
		end
	end,
	["isLockoutShared"] = app.ReturnFalse,
};
app.BaseInstance = app.BaseObjectFields(fields);
app.CreateInstance = function(id, t)
	return setmetatable(constructor(id, t, "instanceID"), app.BaseInstance);
end
end)();

-- Item Lib
(function()
-- TODO: Once Item information is stored in a single source table, this mechanism can reference that instead of using a cache table here
local cache = app.CreateCache("modItemID");
-- Consolidated function to handle how many retries for information an Item may have
local function HandleItemRetries(t)
	local _t, id = cache.GetCached(t);
	local retries = rawget(_t, "retries");
	if retries then
		if retries > app.MaximumItemInfoRetries then
			local itemName = "Item #" .. tostring(id) .. "*";
			rawset(_t, "title", L["FAILED_ITEM_INFO"]);
			rawset(_t, "link", nil);
			rawset(_t, "s", nil);
			-- print("itemRetriesMax",itemName,rawget(t, "retries"))
			-- save the "name" field in the source group to prevent further requests to the cache
			rawset(t, "name", itemName);
			return itemName;
		else
			rawset(_t, "retries", retries + 1);
		end
	else
		rawset(_t, "retries", 1);
	end
end
-- Consolidated function to cache available Item information
local function RawSetItemInfoFromLink(t, link)
	local name, link, quality, _, _, _, _, _, _, icon, _, _, _, b = GetItemInfo(link);
	if link then
		--[[ -- Debug Prints
		local _t, id = cache.GetCached(t);
		print("rawset item info",id,link,name,quality,b)
		--]]
		t = cache.GetCached(t);
		rawset(t, "retries", nil);
		rawset(t, "name", name);
		rawset(t, "link", link);
		rawset(t, "icon", icon);
		rawset(t, "q", quality);
		if quality > 6 then
			-- heirlooms return as 1 but are technically BoE for our concern
			rawset(t, "b", 2);
		else
			rawset(t, "b", b);
		end
		return link;
	else
		HandleItemRetries(t);
	end
end
local function default_link(t)
	-- item already has a pre-determined itemLink so use that
	if t.rawlink then return RawSetItemInfoFromLink(t, t.rawlink); end
	-- need to 'create' a valid accurate link for this item
	local itemLink = t.itemID;
	if itemLink then
		local bonusID = t.bonusID;
		local modID = t.modID;
		if not bonusID or bonusID < 1 then
			bonusID = nil;
		end
		if not modID or modID < 1 then
			modID = nil;
		end
		if bonusID and modID then
			itemLink = string.format("item:%d:::::::::::%d:1:%d:", itemLink, modID, bonusID);
		elseif bonusID then
			itemLink = string.format("item:%d::::::::::::1:%d:", itemLink, bonusID);
		elseif modID then
			-- bonusID 3524 seems to imply "use ModID to determine SourceID" since without it, everything with ModID resolves as the base SourceID from links
			itemLink = string.format("item:%d:::::::::::%d:1:3524:", itemLink, modID);
		else
			itemLink = string.format("item:%d:::::::::::::", itemLink);
		end
		-- save this link so it doesn't need to be built again
		rawset(t, "rawlink", itemLink);
		return RawSetItemInfoFromLink(t, itemLink);
	end
end
local function default_icon(t)
	return t.itemID and select(5, GetItemInfoInstant(t.itemID)) or "Interface\\Icons\\INV_Misc_QuestionMark";
end
local function default_specs(t)
	return GetFixedItemSpecInfo(t.itemID);
end
local itemFields = {
	["key"] = function(t)
		return "itemID";
	end,
	["_cache"] = function(t)
		return cache;
	end,
	["text"] = function(t)
		return t.name;
	end,
	["icon"] = function(t)
		return cache.GetCachedField(t, "icon", default_icon);
	end,
	["link"] = function(t)
		return cache.GetCachedField(t, "link", default_link);
	end,
	["name"] = function(t)
		return t.link;
	end,
	["specs"] = function(t)
		return cache.GetCachedField(t, "specs", default_specs);
	end,
	["retries"] = function(t)
		return cache.GetCachedField(t, "retries");
	end,
	["q"] = function(t)
		return cache.GetCachedField(t, "q");
	end,
	["b"] = function(t)
		return cache.GetCachedField(t, "b") or 2;
	end,
	["title"] = function(t)
		return cache.GetCachedField(t, "title");
	end,
	["f"] = function(t)
		-- Unknown item type after Parser, so make sure we save the filter for later references
		rawset(t, "f", -1);
		return rawget(t, "f");
	end,
	["tsm"] = function(t)
		local itemLink = t.itemID;
		if itemLink then
			local bonusID = t.bonusID;
			if bonusID and bonusID > 0 then
				return string.format("i:%d:0:1:%d", itemLink, bonusID);
			--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,
	["repeatable"] = function(t)
		return rawget(t, "isDaily") or rawget(t, "isWeekly") or rawget(t, "isMonthly") or rawget(t, "isYearly") or rawget(t, "isWorldQuest");
	end,
	["modItemID"] = function(t)
		rawset(t, "modItemID", GetGroupItemIDWithModID(t) or t.itemID);
		return rawget(t, "modItemID");
	end,
	["trackableAsQuest"] = app.ReturnTrue,
	["collectibleAsAchievement"] = function(t)
		return app.CollectibleAchievements;
	end,
	["costCollectibles"] = function(t)
		return cache.GetCachedField(t, "costCollectibles");
	end,
	["collectibleAsCost"] = function(t)
		if not t.costCollectibles then
			local results, id;
			-- Search by modItemID if possible for accuracy
			if t.modItemID and t.modItemID ~= t.itemID then
				id = t.modItemID;
				results = app.SearchForField("itemIDAsCost", id);
				-- if app.DEBUG_PRINT then print("itemIDAsCost.modItemID",id,results and #results) end
			end
			-- If no results, search by itemID + modID only if different
			if not results then
				id = GetGroupItemIDWithModID(nil, t.itemID, t.modID);
				if id ~= t.modItemID then
					results = app.SearchForField("itemIDAsCost", id);
					-- if app.DEBUG_PRINT then print("itemIDAsCost.modID",id,results and #results) end
				end
			end
			-- If no results, search by plain itemID only
			if not results and t.itemID then
				id = t.itemID;
				results = app.SearchForField("itemIDAsCost", id);
				-- if app.DEBUG_PRINT then print("itemIDAsCost.itemID",id,results and #results) end
			end
			-- if app.DEBUG_PRINT then print("collectibleAsCost",t.modItemID,results and #results) end
			if results and #results > 0 then
				-- setup the costCollectibles initially
				local costCollectibles, collectible = {};
				cache.SetCachedField(t, "costCollectibles", costCollectibles);
				for _,ref in pairs(results) do
					-- different itemID, OR same itemID with different modID is allowed
					if (ref.itemID ~= id or (ref.modItemID and ref.modItemID ~= t.modItemID)) and
						-- is not a parent of the cost group itself
						not GetRelativeField(t, "parent", ref) then
						-- track this item as a cost collectible
						tinsert(costCollectibles, ref);
						collectible = collectible or app.CheckCollectible(t, ref, ref._cache);
					end
				end
				return collectible;
			else
				cache.SetCachedField(t, "costCollectibles", app.EmptyTable);
			end
		else
			-- Quick escape if current-character only and comes from something saved
			if not app.MODE_DEBUG_OR_ACCOUNT and t.parent and t.parent.saved then return false; end
			-- Use the common collectibility check logic
			local collectible;
			for _,ref in pairs(t.costCollectibles) do
				collectible = app.CheckCollectible(t, ref, ref._cache);
				if collectible then return true; end
			end
		end
	end,
	["costsCount"] = function(t)
		if t.costCollectibles then return #t.costCollectibles; end
	end,
	["collectibleAsFaction"] = function(t)
		return app.CollectibleReputations;
	end,
	["collectibleAsFactionOrQuest"] = function(t)
		return app.CollectibleReputations or t.collectibleAsQuest;
	end,
	["collectibleAsTransmog"] = function(t)
		return app.CollectibleTransmog;
	end,
	["collectibleAsQuest"] = function(t)
		return app.CollectibleAsQuest(t);
	end,
	["collectedAsCost"] = function(t)
		local collectibles, collectible, collected = t.costCollectibles;
		if not collectibles then return; end
		for _,ref in pairs(collectibles) do
			-- Use the common collectibility check logic
			collectible, collected = app.CheckCollectible(t, ref, ref._cache);
			if collectible and not collected then return false; end
		end
		return true;
	end,
	["collectedAsFaction"] = function(t)
		return t.collectedAsFactionOnly;
	end,
	["collectedAsFactionOnly"] = function(t)
		if t.factionID then
			if t.repeatable then
				-- This is used by reputation tokens. (turn in items)
				if app.CurrentCharacter.Factions[t.factionID] then return 1; end
				if app.AccountWideReputations and ATTAccountWideData.Factions[t.factionID] then return 2; end
				if select(3, GetFactionInfoByID(t.factionID)) == 8 then
					app.CurrentCharacter.Factions[t.factionID] = 1;
					ATTAccountWideData.Factions[t.factionID] = 1;
					return 1;
				end
			else
				-- This is used for the Grand Commendations unlocking Bonus Reputation
				if ATTAccountWideData.FactionBonus[t.factionID] then return 1; end
				if select(15, GetFactionInfoByID(t.factionID)) then
					ATTAccountWideData.FactionBonus[t.factionID] = 1;
					return 1;
				end
			end
		end
	end,
	["collectedAsFactionOrQuest"] = function(t)
		return t.collectedAsFactionOnly or t.collectedAsQuest;
	end,
	["collectedAsQuest"] = function(t)
		return IsQuestFlaggedCompletedForObject(t);
	end,
	["collectedAsTransmog"] = function(t)
		return ATTAccountWideData.Sources[rawget(t, "s")];
	end,
	["savedAsQuest"] = function(t)
		return IsQuestFlaggedCompleted(t.questID);
	end,
	["costTotal"] = function(t)
		return t.collectibleAsCost and 1 or 0;
	end,
	["costProgress"] = function(t)
		return t.collectedAsCost and 1 or 0;
	end,
};
app.BaseItem = app.BaseObjectFields(itemFields, "BaseItem");

local fields = RawCloneData(itemFields);
fields.collectible = itemFields.collectibleAsAchievement;
fields.collected = itemFields.collectedAsAchievement;
app.BaseItemWithAchievementID = app.BaseObjectFields(fields);

local fields = RawCloneData(itemFields);
fields.collectible = itemFields.collectibleAsFaction;
fields.collected = itemFields.collectedAsFaction;
app.BaseItemWithFactionID = app.BaseObjectFields(fields);

local fields = RawCloneData(itemFields);
fields.collectible = itemFields.collectibleAsQuest;
fields.collected = itemFields.collectedAsQuest;
fields.trackable = itemFields.trackableAsQuest;
fields.saved = itemFields.savedAsQuest;
app.BaseItemWithQuestID = app.BaseObjectFields(fields);

local fields = RawCloneData(itemFields);
fields.collectible = itemFields.collectibleAsFactionOrQuest;
fields.collected = itemFields.collectedAsFactionOrQuest;
fields.trackable = itemFields.trackableAsQuest;
fields.saved = itemFields.savedAsQuest;
app.BaseItemWithQuestIDAndFactionID = app.BaseObjectFields(fields);

-- Appearance Lib (Item Source)
local fields = RawCloneData(itemFields);
fields.key = function(t) return "s"; end;
fields.collectible = itemFields.collectibleAsTransmog;
fields.collected = itemFields.collectedAsTransmog;
app.BaseItemSource = app.BaseObjectFields(fields, "BaseItemSource");

app.CreateItemSource = function(sourceID, itemID, t)
	t = setmetatable(constructor(sourceID, t, "s"), app.BaseItemSource);
	t.itemID = itemID;
	return t;
end
app.CreateItem = function(id, t)
	if t then
		if rawget(t, "s") then
			return setmetatable(constructor(id, t, "itemID"), app.BaseItemSource);
		elseif rawget(t, "factionID") then
			if rawget(t, "questID") then
				return setmetatable(constructor(id, t, "itemID"), app.BaseItemWithQuestIDAndFactionID);
			else
				return setmetatable(constructor(id, t, "itemID"), app.BaseItemWithFactionID);
			end
		elseif rawget(t, "questID") then
			return setmetatable(constructor(id, t, "itemID"), app.BaseItemWithQuestID);
		elseif rawget(t, "achID") then
			rawset(t, "achievementID", app.FactionID == Enum.FlightPathFaction.Horde and rawget(t, "altAchID") or rawget(t, "achID"));
			return setmetatable(constructor(id, t, "itemID"), app.BaseItemWithAchievementID);
		end
	end
	return setmetatable(constructor(id, t, "itemID"), app.BaseItem);
end

-- Runeforge Legendary Lib
(function()
-- copy base Item fields
local fields = RawCloneData(itemFields);
-- Runeforge Legendary differences
fields.key = function(t) return "runeforgePowerID"; end;
fields.collectible = function(t) return app.CollectibleRuneforgeLegendaries; end;
fields.collectibleAsCost = app.ReturnFalse;
fields.collected = function(t)
	local rfID = t.runeforgePowerID;
	-- character collected
	if app.CurrentCharacter.RuneforgeLegendaries[rfID] then return 1; end
	-- account-wide collected
	if app.AccountWideRuneforgeLegendaries and ATTAccountWideData.RuneforgeLegendaries[rfID] then return 2; end
	-- fresh collected
	local state = (C_LegendaryCrafting.GetRuneforgePowerInfo(rfID) or app.EmptyTable).state;
	if state == 0 then
		app.CurrentCharacter.RuneforgeLegendaries[rfID] = 1;
		ATTAccountWideData.RuneforgeLegendaries[rfID] = 1;
		return 1;
	end
end;
fields.lvl = function(t) return 60; end;
app.BaseRuneforgeLegendary = app.BaseObjectFields(fields);
app.CreateRuneforgeLegendary = function(id, t)
	return setmetatable(constructor(id, t, "runeforgePowerID"), app.BaseRuneforgeLegendary);
end
end)();

-- Conduit Lib
(function()
local C_Soulbinds_GetConduitCollectionData = C_Soulbinds.GetConduitCollectionData;
-- copy base Item fields
local fields = RawCloneData(itemFields);
-- Conduit differences
fields.key = function(t) return "conduitID"; end;
fields.collectible = function(t) return app.CollectibleConduits; end;
fields.collectibleAsCost = app.ReturnFalse;
fields.collected = function(t)
	local cID = t.conduitID;
	-- character collected
	if app.CurrentCharacter.Conduits[cID] then return 1; end
	-- account-wide collected
	if app.AccountWideConduits and ATTAccountWideData.Conduits[cID] then return 2; end
	-- fresh collected
	local state = C_Soulbinds_GetConduitCollectionData(cID);
	if state ~= nil then
		app.CurrentCharacter.Conduits[cID] = 1;
		ATTAccountWideData.Conduits[cID] = 1;
		return 1;
	end
end;
fields.lvl = function(t) return 60; end;
app.BaseConduit = app.BaseObjectFields(fields);
app.CreateConduit = function(id, t)
	return setmetatable(constructor(id, t, "conduitID"), app.BaseConduit);
end
end)();


-- Heirloom Lib
(function()
local C_Heirloom_GetHeirloomInfo = C_Heirloom.GetHeirloomInfo;
local C_Heirloom_GetHeirloomLink = C_Heirloom.GetHeirloomLink;
local C_Heirloom_PlayerHasHeirloom = C_Heirloom.PlayerHasHeirloom;
local C_Heirloom_GetHeirloomMaxUpgradeLevel = C_Heirloom.GetHeirloomMaxUpgradeLevel;
local heirloomIDs = {};
local fields = {
	["key"] = function(t)
		return "heirloomUnlockID";
	end,
	["text"] = function(t)
		return L["HEIRLOOM_TEXT"];
	end,
	["icon"] = function(t)
		return "Interface/ICONS/Achievement_GuildPerk_WorkingOvertime_Rank2";
	end,
	["description"] = function(t)
		return L["HEIRLOOM_TEXT_DESC"];
	end,
	["collectible"] = function(t)
		return app.CollectibleHeirlooms;
	end,
	["saved"] = function(t)
		return C_Heirloom_PlayerHasHeirloom(t.heirloomUnlockID);
	end,
	["trackable"] = app.ReturnTrue,
};
fields.collected = fields.saved;
app.BaseHeirloomUnlocked = app.BaseObjectFields(fields);

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",
	"Interface/ICONS/inv_leather_warfrontsalliance_c_01_shoulder"
};
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",
	"Interface/ICONS/inv_weapon_shortblade_102",
};
local isWeapon = { 20, 29, 28, 21, 22, 23, 24, 25, 26, 50, 57, 34, 35, 27, 33, 32, 31 };
local fields = {
	["key"] = function(t)
		return "heirloomLevelID";
	end,
	["level"] = function(t)
		return 1;
	end,
	["text"] = function(t)
		return "Upgrade Level " .. t.level;
	end,
	["icon"] = function(t)
		return t.isWeapon and weaponTextures[t.level] or armorTextures[t.level];
	end,
	["description"] = function(t)
		return L["HEIRLOOMS_UPGRADES_DESC"];
	end,
	["collectible"] = function(t)
		return app.CollectibleHeirlooms and app.CollectibleHeirloomUpgrades;
	end,
	["saved"] = function(t)
		local itemID = t.heirloomLevelID;
		if itemID then
			if t.level <= (ATTAccountWideData.HeirloomRanks[itemID] or 0) then return true; end
			local level = select(5, C_Heirloom_GetHeirloomInfo(itemID));
			if level then
				ATTAccountWideData.HeirloomRanks[itemID] = level;
				if t.level <= level then return true; end
			end
		end
	end,
	["trackable"] = app.ReturnTrue,
	["isWeapon"] = function(t)
		if t.f and contains(isWeapon, t.f) then
			rawset(t, "isWeapon", true);
			return true;
		end
		rawset(t, "isWeapon", false);
		return false;
	end,
};
fields.collected = fields.saved;
app.BaseHeirloomLevel = app.BaseObjectFields(fields);

-- copy base Item fields
local fields = RawCloneData(itemFields);
fields.b = function(t) return 2; end
fields.filterID = function(t) return 109; end
fields.icon = function(t) return select(4, C_Heirloom_GetHeirloomInfo(t.itemID)) or select(5, GetItemInfoInstant(t.itemID)); end
fields.link = function(t) return C_Heirloom_GetHeirloomLink(t.itemID) or select(2, GetItemInfo(t.itemID)); end
fields.collectibleAsCost = app.ReturnFalse;
fields.collectible = function(t)
		if t.factionID then return app.CollectibleReputations; end
		return t.s and app.CollectibleTransmog;
	end
fields.collected = function(t)
		if t.factionID then
			if t.repeatable then
				return (app.CurrentCharacter.Factions[t.factionID] and 1)
					or (ATTAccountWideData.Factions[t.factionID] and 2);
			else
				-- This is used for the Grand Commendations unlocking Bonus Reputation
				if ATTAccountWideData.FactionBonus[t.factionID] then return 1; end
				if select(15, GetFactionInfoByID(t.factionID)) then
					ATTAccountWideData.FactionBonus[t.factionID] = 1;
					return 1;
				end
			end
		end
		if t.s and ATTAccountWideData.Sources[t.s] then return 1; end
		if t.itemID and C_Heirloom_PlayerHasHeirloom(t.itemID) then return 1; end
	end
fields.saved = function(t)
		return t.collected == 1;
	end
fields.isWeapon = function(t)
		if t.f and contains(isWeapon, t.f) then
			rawset(t, "isWeapon", true);
			return true;
		end
		rawset(t, "isWeapon", false);
		return false;
	end
fields.g = function(t)
		-- unlocking the heirloom is the only thing contained in the heirloom
		if C_Heirloom_GetHeirloomMaxUpgradeLevel(t.itemID) then
			rawset(t, "g", { setmetatable({ ["heirloomUnlockID"] = t.itemID, ["u"] = t.u, ["f"] = t.f }, app.BaseHeirloomUnlocked) });
			return rawget(t, "g");
		end
	end

app.BaseHeirloom = app.BaseObjectFields(fields, "BaseHeirloom");
app.CreateHeirloom = function(id, t)
	tinsert(heirloomIDs, id);
	return setmetatable(constructor(id, t, "itemID"), app.BaseHeirloom);
end

-- Will retrieve all the cached entries by itemID for existing heirlooms and generate their
-- upgrade levels into the respective upgrade tokens
app.CacheHeirlooms = function()
	if #heirloomIDs < 1 then return; end

	-- setup the armor tokens which will contain the upgrades for the heirlooms
	local armorTokens = {
		app.CreateItem(187997),	-- Eternal Heirloom Armor Casing
		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(187998),	-- Eternal Heirloom Scabbard
		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
	};

	-- cache the heirloom upgrade tokens
	for i,item in ipairs(armorTokens) do
		item.g = {};
	end
	for i,item in ipairs(weaponTokens) do
		item.g = {};
	end
	-- for each cached heirloom, push a copy of itself with respective upgrade level under the respective upgrade token
	local heirloom, upgrades, isWeapon;
	local uniques = {};
	for _,itemID in ipairs(heirloomIDs) do
		if not uniques[itemID] then
			uniques[itemID] = true;

			heirloom = app.SearchForObject("itemID", itemID);
			if heirloom then
				upgrades = C_Heirloom_GetHeirloomMaxUpgradeLevel(itemID);
				if upgrades then
					isWeapon = heirloom.isWeapon;

					local heirloomHeader;
					for i=1,upgrades,1 do
						-- Create a non-collectible version of the heirloom item itself to hold the upgrade within the token
						heirloomHeader = CloneData(heirloom);
						heirloomHeader.collectible = false;
						-- put the upgrade object into the header heirloom object
						heirloomHeader.g = { setmetatable({ ["level"] = i, ["heirloomLevelID"] = itemID, ["u"] = heirloom.u, ["f"] = heirloom.f }, app.BaseHeirloomLevel) };

						-- add the header into the appropriate upgrade token
						if isWeapon then
							tinsert(weaponTokens[upgrades + 1 - i].g, heirloomHeader);
						else
							tinsert(armorTokens[upgrades + 1 - i].g, heirloomHeader);
						end
					end
				end
			end
		end
	end

	-- build groups for each upgrade token
	-- and copy the set of upgrades into the cached versions of the upgrade tokens so they therefore exist in the main list
	-- where the sources of the upgrade tokens exist
	local cachedTokenGroups;
	for i,item in ipairs(armorTokens) do
		cachedTokenGroups = app.SearchForField("itemID", item.itemID);
		for _,token in ipairs(cachedTokenGroups) do
			-- ensure the tokens do not have a modID attached
			token.modID = nil;
			if not token.sym then
				for _,heirloom in ipairs(item.g) do
					NestObject(token, heirloom, true);
				end
				BuildGroups(token, token.g);
			end
		end
	end
	for i,item in ipairs(weaponTokens) do
		cachedTokenGroups = app.SearchForField("itemID", item.itemID);
		for _,token in ipairs(cachedTokenGroups) do
			-- ensure the tokens do not have a modID attached
			token.modID = nil;
			if not token.sym then
				for _,heirloom in ipairs(item.g) do
					NestObject(token, heirloom, true);
				end
				BuildGroups(token, token.g);
			end
		end
	end

	wipe(heirloomIDs);
end
end)();

-- Toy Lib
(function()
-- copy base Item fields
local fields = RawCloneData(itemFields);
fields.filterID = function(t)
		return 102;
	end
fields.collectible = function(t)
		return app.CollectibleToys;
	end
fields.collected = function(t)
		return ATTAccountWideData.Toys[t.itemID];
	end
fields.tsm = function(t)
		return string.format("i:%d", t.itemID);
	end
fields.isToy = app.ReturnTrue;

app.BaseToy = app.BaseObjectFields(fields);
app.CreateToy = function(id, t)
	return setmetatable(constructor(id, t, "itemID"), app.BaseToy);
end
end)();

local HarvestedItemDatabase = {};
local C_Item_GetItemInventoryTypeByID = C_Item.GetItemInventoryTypeByID;
local itemHarvesterFields = RawCloneData(itemFields);
itemHarvesterFields.visible = app.ReturnTrue;
itemHarvesterFields.collectible = app.ReturnTrue;
itemHarvesterFields.collected = app.ReturnFalse;
itemHarvesterFields.text = function(t)
	local link = t.link;
	if link then
		local itemName, itemLink, itemQuality, itemLevel, itemMinLevel, itemType, itemSubType, itemStackCount,
		itemEquipLoc, itemTexture, sellPrice, classID, subclassID, bindType, expacID, setID, isCraftingReagent
			= GetItemInfo(link);
		if itemName then
			local spellName, spellID;
			-- Recipe or Mount, grab the spellID if possible
			if classID == LE_ITEM_CLASS_RECIPE or (classID == LE_ITEM_CLASS_MISCELLANEOUS and subclassID == LE_ITEM_MISCELLANEOUS_MOUNT) then
				spellName, spellID = GetItemSpell(t.itemID);
				-- print("Recipe/Mount",classID,subclassID,spellName,spellID);
				if spellName == "Learning" then spellID = nil; end	-- RIP.
			end
			setmetatable(t, app.BaseItemTooltipHarvester);
			local info = {
				["name"] = itemName,
				["itemID"] = t.itemID,
				["equippable"] = itemEquipLoc and itemEquipLoc ~= "" and true or false,
				["class"] = classID,
				["subclass"] = subclassID,
				["inventoryType"] = C_Item_GetItemInventoryTypeByID(t.itemID),
				["b"] = bindType,
				["q"] = itemQuality,
				["iLvl"] = itemLevel,
				["spellID"] = spellID,
			};
			if itemMinLevel and itemMinLevel > 0 then
				info.lvl = itemMinLevel;
			end
			if info.inventoryType == 0 then
				info.inventoryType = nil;
			end
			if not app.IsBoP(info) then
				info.b = nil;
			end
			if info.q and info.q < 1 then
				info.q = nil;
			end
			if info.iLvl and info.iLvl < 2 then
				info.iLvl = nil;
			end
			-- can debug output for tooltip harvesting
			-- if t.itemID == 153037 then
			-- 	info._debug = true;
			-- end
			t.itemType = itemType;
			t.itemSubType = itemSubType;
			t.info = info;
			t.retries = nil;
			HarvestedItemDatabase[t.itemID] = info;
			AllTheThingsHarvestItems = HarvestedItemDatabase;
			return link;
		end
	end

	local name = t.name;
	-- retries exceeded, so check the raw .name on the group (gets assigned when retries exceeded during cache attempt)
	if name then rawset(t, "collected", true); end
	return name;
end
app.BaseItemHarvester = app.BaseObjectFields(itemHarvesterFields, "ItemHarvester");

local ItemHarvester = CreateFrame("GameTooltip", "ATTItemHarvester", UIParent, "GameTooltipTemplate");
local itemTooltipHarvesterFields = RawCloneData(itemHarvesterFields);
itemTooltipHarvesterFields.text = function(t)
	local link = t.link;
	if link then
		ItemHarvester:SetOwner(UIParent,"ANCHOR_NONE")
		ItemHarvester:SetHyperlink(link);
		-- a way to capture when the tooltip is giving information about something that is NOT the current ItemID
		local isSubItem, craftName;
		local lineCount = ItemHarvester:NumLines();
		if ATTItemHarvesterTextLeft1:GetText() and ATTItemHarvesterTextLeft1:GetText() ~= RETRIEVING_DATA and lineCount > 0 then
			-- local debugPrint = t.info._debug;
			-- if debugPrint then print("Item Info:",t.info.itemID) end
			for index=1,lineCount,1 do
				local line = _G["ATTItemHarvesterTextLeft" .. index] or _G["ATTItemHarvesterText" .. index];
				if line then
					local text = line:GetText();
					if text then
						-- pull the "Recipe Type: Recipe Name" out if it matches
						if index == 1 then
							craftName = text:match("^[^:]+:%s*([^:]+)$");
							if craftName then craftName = "^%s*"..craftName; end
						-- use this name to check that the Item it creates may be listed underneath
						elseif craftName and text:match(craftName) then
							-- print("subitem for",t.info.itemID)
							-- print(craftName)
							isSubItem = true;
							-- don't care to store info about the sub item
						elseif isSubItem and text:match("^Requires") then
							-- leaving the sub-item tooltip when encountering 'Requires '
							isSubItem = nil;
						end

						if not isSubItem then
							-- if debugPrint then print(text) end
							if string.find(text, "Classes: ") then
								local classes = {};
								local _,list = strsplit(":", text);
								for i,s in ipairs({strsplit(",", list)}) do
									tinsert(classes, app.ClassDB[strtrim(s)]);
								end
								if #classes > 0 then
									t.info.classes = classes;
								end
							elseif string.find(text, "Races: ") then
								local races = {};
								local _,list = strsplit(":", text);
								for i,s in ipairs({strsplit(",", list)}) do
									local race = app.RaceDB[strtrim(s)];
									if type(race) == "number" then
										tinsert(races, race);
									else -- Pandaren
										for _,panda in pairs(race) do
											tinsert(races, panda);
										end
									end
								end
								if #races > 0 then
									t.info.races = races;
								end
							elseif string.find(text, " Only") then
								local faction,list,c = strsplit(" ", text);
								if not c then
									faction = strtrim(faction);
									if faction == "Alliance" then
										t.info.races = app.FACTION_RACES[1];
									elseif faction == "Horde" then
										t.info.races = app.FACTION_RACES[2];
									else
										print("Unknown Faction", faction);
									end
								end
							elseif string.find(text, "Requires") and not string.find(text, "Level") and not string.find(text, "Riding") then
								local c = strsub(text, 1, 1);
								if c ~= " " and c ~= "\t" and c ~= "\n" and c ~= "\r" then
									text = strsub(strtrim(text), 9);
									if string.find(text, "-") then
										local faction,replevel = strsplit("-", text);
										t.info.minReputation = { app.GetFactionIDByName(faction), app.GetFactionStandingThresholdFromString(replevel) };
									else
										if string.find(text, "%(") then
											if t.info.requireSkill then
												-- If non-specialization skill is already assigned, skip this part.
												text = nil;
											else
												text = strsplit("(", text);
											end
										end
										if text then
											local spellName = strtrim(text);
											if string.find(spellName, "Outland ") then spellName = strsub(spellName, 9);
											elseif string.find(spellName, "Northrend ") then spellName = strsub(spellName, 11);
											elseif string.find(spellName, "Cataclysm ") then spellName = strsub(spellName, 11);
											elseif string.find(spellName, "Pandaria ") then spellName = strsub(spellName, 10);
											elseif string.find(spellName, "Draenor ") then spellName = strsub(spellName, 9);
											elseif string.find(spellName, "Legion ") then spellName = strsub(spellName, 8);
											elseif string.find(spellName, "Kul Tiran ") then spellName = strsub(spellName, 11);
											elseif string.find(spellName, "Zandalari ") then spellName = strsub(spellName, 11);
											elseif string.find(spellName, "Shadowlands ") then spellName = strsub(spellName, 13);
											elseif string.find(spellName, "Classic ") then spellName = strsub(spellName, 9); end
											if spellName == "Herbalism" then spellName = "Herb Gathering"; end
											spellName = strtrim(spellName);
											local spellID = app.SpellNameToSpellID[spellName];
											if spellID then
												local skillID = app.SpellIDToSkillID[spellID];
												if skillID then
													t.info.requireSkill = skillID;
												elseif spellName == "Pick Pocket" then
													-- Do nothing, for now.
												elseif spellName == "Warforged Nightmare" then
													-- Do nothing, for now.
												else
													print("Unknown Skill", text, "'" .. spellName .. "'");
												end
											elseif spellName == "Previous Rank" then
												-- Do nothing
											elseif spellName == "" then
												-- Do nothing
											elseif spellName == "Brewfest" then
												-- Do nothing, yet.
											elseif spellName == "Call of the Scarab" then
												-- Do nothing, yet.
											elseif spellName == "Children's Week" then
												-- Do nothing, yet.
											elseif spellName == "Darkmoon Faire" then
												-- Do nothing, yet.
											elseif spellName == "Day of the Dead" then
												-- Do nothing, yet.
											elseif spellName == "Feast of Winter Veil" then
												-- Do nothing, yet.
											elseif spellName == "Hallow's End" then
												-- Do nothing, yet.
											elseif spellName == "Love is in the Air" then
												-- Do nothing, yet.
											elseif spellName == "Lunar Festival" then
												-- Do nothing, yet.
											elseif spellName == "Midsummer Fire Festival" then
												-- Do nothing, yet.
											elseif spellName == "Moonkin Festival" then
												-- Do nothing, yet.
											elseif spellName == "Noblegarden" then
												-- Do nothing, yet.
											elseif spellName == "Pilgrim's Bounty" then
												-- Do nothing, yet.
											elseif spellName == "Un'Goro Madness" then
												-- Do nothing, yet.
											elseif spellName == "Thousand Boat Bash" then
												-- Do nothing, yet.
											elseif spellName == "Glowcap Festival" then
												-- Do nothing, yet.
											elseif spellName == "Battle Pet Training" then
												-- Do nothing.
											elseif spellName == "Lockpicking" then
												-- Do nothing.
											elseif spellName == "Luminous Luminaries" then
												-- Do nothing.
											elseif spellName == "Pick Pocket" then
												-- Do nothing.
											elseif spellName == "WoW's 14th Anniversary" then
												-- Do nothing.
											elseif spellName == "WoW's 13th Anniversary" then
												-- Do nothing.
											elseif spellName == "WoW's 12th Anniversary" then
												-- Do nothing.
											elseif spellName == "WoW's 11th Anniversary" then
												-- Do nothing.
											elseif spellName == "WoW's 10th Anniversary" then
												-- Do nothing.
											elseif spellName == "WoW's Anniversary" then
												-- Do nothing.
											elseif spellName == "level 1 to 29" then
												-- Do nothing.
											elseif spellName == "level 1 to 39" then
												-- Do nothing.
											elseif spellName == "level 1 to 44" then
												-- Do nothing.
											elseif spellName == "level 1 to 49" then
												-- Do nothing.
											elseif spellName == "Unknown" then
												-- Do nothing.
											elseif spellName == "Open" then
												-- Do nothing.
											elseif string.find(spellName, " specialization") then
												-- Do nothing.
											elseif string.find(spellName, ": ") then
												-- Do nothing.
											else
												print("Unknown Spell", text, "'" .. spellName .. "'");
											end
										end
									end
								end
							end
						end
					end
				end
			end
			-- if debugPrint then print("---") end
			rawset(t, "text", link);
			rawset(t, "collected", true);
		end
		ItemHarvester:Hide();
		return link;
	end
end
app.BaseItemTooltipHarvester = app.BaseObjectFields(itemTooltipHarvesterFields, "ItemTooltipHarvester");
app.CreateItemHarvester = function(id, t)
	return setmetatable(constructor(id, t, "itemID"), app.BaseItemHarvester);
end

-- Imports the raw information from the rawlink into the specified group
app.ImportRawLink = function(group, rawlink)
	rawlink = string.match(rawlink, "item[%-?%d:]+");
	if rawlink and group then
		group.rawlink = rawlink;
		local _, linkItemID, enchantId, gemId1, gemId2, gemId3, gemId4, suffixId, uniqueId, linkLevel, specializationID, upgradeId, modID, bonusCount, bonusID1 = strsplit(":", rawlink);
		if linkItemID then
			-- if app.DEBUG_PRINT then print("ImportRawLink",rawlink,linkItemID,modID,bonusCount,bonusID1) end
			-- set raw fields in the group based on the link
			group.itemID = tonumber(linkItemID);
			group.modID = modID and tonumber(modID) or nil;
			-- only set the bonusID if there is actually bonusIDs indicated
			if (tonumber(bonusCount) or 0) > 0 then
				-- Don't use bonusID 3524 as an actual bonusID
				local b = bonusID1 and tonumber(bonusID1) or nil;
				if b ~= 3524 then
					group.bonusID = b;
				end
			end
			group.modItemID = nil;
			-- does this link also have a sourceID?
			local s = GetSourceID(rawlink);
			-- print("s",s)
			if s then group.s = s; end
			-- if app.DEBUG_PRINT then app.PrintTable(group) end
		end
	end
end
-- Refines a set of items down to the most-accurate matches to the provided modItemID
-- The sets of items will be returned based on their respective match depth to the given modItemID
-- Ex: { [1] = { { ItemID }, { ItemID2 } }, [2] = { { ModID } }, [3] = { { BonusID } } }
app.GroupBestMatchingItems = function(items, modItemID)
	if not items or #items == 0 then return; end
	-- print("refining",#items,"by depth to",modItemID)
	-- local i, m, b = GetItemIDAndModID(modItemID);
	local refinedBuckets, GetDepth, depth = {}, app.ItemMatchDepth;
	for _,item in ipairs(items) do
		depth = GetDepth(item, modItemID);
		if depth then
			-- print("added refined item",depth,item.modItemID,item.key,item.key and item[item.key])
			if refinedBuckets[depth] then tinsert(refinedBuckets[depth], item)
			else refinedBuckets[depth] = { item }; end
		end
	end
	return refinedBuckets;
end
-- Returns the depth at which a given Item matches the provided modItemID
-- 1 = ItemID, 2 = ModID, 3 = BonusID
app.ItemMatchDepth = function(item, modItemID)
	if not item or not item.itemID then return; end
	local i, m, b = GetItemIDAndModID(modItemID);
	local depth = 0;
	if item.itemID == i then
		depth = depth + 1;
		if item.modID == m then
			depth = depth + 1;
			if item.bonusID == b then
				depth = depth + 1;
			end
		end
	end
	return depth;
end
end)();

-- Map Lib
(function()
local C_Map_GetMapLevels = C_Map.GetMapLevels;
local C_Map_GetBestMapForUnit = C_Map.GetBestMapForUnit;
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 ZONE_TEXT_TO_MAP_ID = app.L["ZONE_TEXT_TO_MAP_ID"];
			local real = GetRealZoneText();
			local otherMapID = real and ZONE_TEXT_TO_MAP_ID[real];
			if otherMapID then
				uiMapID = otherMapID;
			else
				local zone = GetSubZoneText();
				if zone then
					otherMapID = ZONE_TEXT_TO_MAP_ID[zone];
					if otherMapID then uiMapID = otherMapID; end
				end
			end
		end
		-- print("Current UI Map ID: ", uiMapID);
		-- if entering an instance, clear the search Cache so that proper difficulty tooltips are re-generated
		if IsInInstance() then wipe(searchCache); end
		app.CurrentMapID = uiMapID;
	end
	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
local mapFields = {
	["key"] = function(t)
		return "mapID";
	end,
	["text"] = function(t)
		return app.TryColorizeName(t, t.name);
	end,
	["name"] = function(t)
		return app.GetMapName(t.mapID);
	end,
	["icon"] = function(t)
		return app.asset("Category_Zones");
	end,
	["back"] = function(t)
		if app.CurrentMapID == t.mapID or (t.maps and contains(t.maps, app.CurrentMapID)) then
			return 1;
		end
	end,
	["lvl"] = function(t)
		return select(1, C_Map_GetMapLevels(t.mapID));
	end,
	["iconForAchievement"] = function(t)
		return t.achievementID and select(10, GetAchievementInfo(t.achievementID)) or app.asset("Category_Zones");
	end,
	["linkForAchievement"] = function(t)
		return GetAchievementLink(t.achievementID);
	end,
};
app.BaseMap = app.BaseObjectFields(mapFields);

local fields = RawCloneData(mapFields);
fields.icon = mapFields.iconForAchievement;
fields.link = mapFields.linkForAchievement;
app.BaseMapWithAchievementID = app.BaseObjectFields(fields);
app.CreateMap = function(id, t)
	t = constructor(id, t, "mapID");
	if rawget(t, "achID") then
		rawset(t, "achievementID", app.FactionID == Enum.FlightPathFaction.Horde and rawget(t, "altAchID") or rawget(t, "achID"));
		t = setmetatable(t, app.BaseMapWithAchievementID);
	else
		t = setmetatable(t, app.BaseMap);
	end
	return t;
end
app.CreateMapWithStyle = function(id)
	local mapObject = app.CreateMap(id, { progress = 0, total = 0 });
	for _,data in ipairs(fieldCache["mapID"][id] or {}) do
		if data.mapID and data.icon then
			mapObject.text = data.text;
            mapObject.icon = data.icon;
            mapObject.lvl = data.lvl;
            mapObject.lore = data.lore;
            mapObject.description = data.description;
			break;
		end
	end

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

app.events.ZONE_CHANGED_INDOORS = function()
	app.GetCurrentMapID();
end
app.events.ZONE_CHANGED_NEW_AREA = function()
	app.GetCurrentMapID();
end
app:RegisterEvent("ZONE_CHANGED_INDOORS");
app:RegisterEvent("ZONE_CHANGED_NEW_AREA");
end)();

-- Mount Lib
(function()
local C_MountJournal_GetMountInfoExtraByID = C_MountJournal.GetMountInfoExtraByID;
local C_MountJournal_GetMountInfoByID = C_MountJournal.GetMountInfoByID;
local SpellIDToMountID = setmetatable({}, { __index = function(t, id)
	local allMountIDs = C_MountJournal.GetMountIDs();
	if allMountIDs and #allMountIDs > 0 then
		for i,mountID in ipairs(allMountIDs) do
			local spellID = select(2, C_MountJournal_GetMountInfoByID(mountID));
			if spellID then rawset(t, spellID, mountID); end
		end
		setmetatable(t, nil);
		return rawget(t, id);
	end
end });
local mountFields = {
	["key"] = function(t)
		return "spellID";
	end,
	["text"] = function(t)
		return "|cffb19cd9" .. (select(1, GetSpellInfo(t.spellID)) or "???") .. "|r";
	end,
	["icon"] = function(t)
		return select(3, GetSpellInfo(t.spellID));
	end,
	["link"] = function(t)
		return select(1, GetSpellLink(t.spellID));
	end,
	["filterID"] = function(t)
		return 100;
	end,
	["collectible"] = function(t)
		return app.CollectibleMounts;
	end,
	["collected"] = function(t)
		if app.CurrentCharacter.Spells[t.spellID] then return 1; end
		if app.AccountWideRecipes and ATTAccountWideData.Spells[t.spellID] then return 2; end
		if IsSpellKnown(t.spellID) or (t.questID and IsQuestFlaggedCompleted(t.questID)) then
			app.CurrentCharacter.Spells[t.spellID] = 1;
			ATTAccountWideData.Spells[t.spellID] = 1;
			return 1;
		end
	end,
	["b"] = function(t)
		return (t.parent and t.parent.b) or 1;
	end,
	["mountID"] = function(t)
		return SpellIDToMountID[t.spellID];
	end,
	["lore"] = function(t)
		local mountID = t.mountID;
		if mountID then return select(2, C_MountJournal_GetMountInfoExtraByID(mountID)); end
	end,
	["displayID"] = function(t)
		local mountID = t.mountID;
		if mountID then return select(1, C_MountJournal_GetMountInfoExtraByID(mountID)); end
	end,
	["name"] = function(t)
		local mountID = t.mountID;
		if mountID then return C_MountJournal_GetMountInfoByID(mountID); end
	end,
	["modItemIDForItem"] = function(t)
		return t.itemID;	-- mounts ignore modID even if applied in source
	end,
	["tsmForItem"] = function(t)
		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
	end,
	["linkForItem"] = function(t)
		return select(2, GetItemInfo(t.itemID)) or select(1, GetSpellLink(t.spellID));
	end,
};
app.BaseMount = app.BaseObjectFields(mountFields);

local fields = RawCloneData(mountFields);
fields.modItemID = mountFields.modItemIDForItem;
fields.link = mountFields.linkForItem;
fields.tsm = mountFields.tsmForItem;
app.BaseMountWithItemID = app.BaseObjectFields(fields);
app.CreateMount = function(id, t)
	if t and rawget(t, "itemID") then
		return setmetatable(constructor(id, t, "spellID"), app.BaseMountWithItemID);
	else
		return setmetatable(constructor(id, t, "spellID"), app.BaseMount);
	end
end

-- Refresh a specific Mount or all Mounts if not provided with a specific ID
local RefreshMounts = function(newMountID)
	local collectedSpells, newMounts = ATTAccountWideData.Spells;
	-- Think learning multiple mounts at once or multiple mounts without leaving combat
	-- would fail to update all the mounts, so probably just best to check all mounts if this is triggered
	-- plus it's not laggy now to do that so it should be fine

	for i,mountID in ipairs(C_MountJournal.GetMountIDs()) do
		local _, spellID, _, _, _, _, _, _, _, _, isCollected = C_MountJournal_GetMountInfoByID(mountID);
		if spellID and isCollected then
			if not collectedSpells[spellID] then
				collectedSpells[spellID] = 1;
				app.CurrentCharacter.Spells[spellID] = 1;
				if not newMounts then newMounts = { spellID }
				else tinsert(newMounts, spellID); end
			end
		end
	end
	UpdateRawIDs("spellID", newMounts);
	if #newMounts > 0 then
		app:PlayRareFindSound();
		app:TakeScreenShot();
	end
end
app.events.NEW_MOUNT_ADDED = function(newMountID, ...)
	-- print("NEW_MOUNT_ADDED", newMountID, ...)
	AfterCombatCallback(RefreshMounts, newMountID);
end
app:RegisterEvent("NEW_MOUNT_ADDED");
end)();

-- Music Rolls & Selfie Filter Lib: Music Rolls
(function()
local fields = {
	["key"] = function(t)
		return "questID";
	end,
	["text"] = function(t)
		return t.link;
	end,
	["link"] = function(t)
		local _, link, _, _, _, _, _, _, _, icon = GetItemInfo(t.itemID);
		if link then
			rawset(t, "link", link);
			rawset(t, "icon", icon);
			return link;
		end
	end,
	["icon"] = function(t)
		local _, link, _, _, _, _, _, _, _, icon = GetItemInfo(t.itemID);
		if link then
			rawset(t, "link", link);
			rawset(t, "icon", icon);
			return icon;
		end
	end,
	["description"] = function(t)
		-- Check to make sure music rolls are unlocked for this character.
		if not IsQuestFlaggedCompleted(38356) or IsQuestFlaggedCompleted(37961) then
			return L["MUSIC_ROLLS_AND_SELFIE_DESC"] .. L["MUSIC_ROLLS_AND_SELFIE_DESC_2"];
		end
		return L["MUSIC_ROLLS_AND_SELFIE_DESC"];
	end,
	["filterID"] = function(t)
		return 108;
	end,
	["modItemID"] = function(t)
		rawset(t, "modItemID", GetGroupItemIDWithModID(t) or t.itemID);
		return rawget(t, "modItemID");
	end,
	["lvl"] = function(t)
		return 40;
	end,
	["collectible"] = function(t)
		return app.CollectibleMusicRollsAndSelfieFilters;
	end,
	["trackable"] = app.ReturnTrue,
	["collected"] = function(t)
		if IsQuestFlaggedCompleted(t.questID) then return 1; end
		if app.AccountWideMusicRollsAndSelfieFilters and ATTAccountWideData.Quests[t.questID] then return 2; end
	end,
	["saved"] = function(t)
		return IsQuestFlaggedCompleted(t.questID);
	end,
};
app.BaseMusicRoll = app.BaseObjectFields(fields);
app.CreateMusicRoll = function(questID, t)
	return setmetatable(constructor(questID, t, "questID"), app.BaseMusicRoll);
end

local SelfieCameraMkII = { { "i", 122674 } };
local fields = {
	["key"] = function(t)
		return "questID";
	end,
	["text"] = function(t)
		return select(1, GetSpellLink(t.spellID));
	end,
	["icon"] = function(t)
		return select(3, GetSpellInfo(t.spellID));
	end,
	["link"] = function(t)
		return "quest:" .. t.questID;
	end,
	["description"] = function(t)
		if t.crs and #t.crs > 0 then
			for i,id in ipairs(t.crs) do
				return L["SELFIE_DESC"] .. (select(2, GetItemInfo(122674)) or "Selfie Camera MkII") .. L["SELFIE_DESC_2"] .. (NPCNameFromID[id] or "???")
				.. "|r" .. (t.maps and (" in |cffff8000" .. (app.GetMapName(t.maps[1]) or "???") .. "|r.") or ".");
			end
		end
	end,
	["collectible"] = function(t)
		return app.CollectibleMusicRollsAndSelfieFilters;
	end,
	["collected"] = function(t)
		if IsQuestFlaggedCompleted(t.questID) then return 1; end
		if app.AccountWideMusicRollsAndSelfieFilters and ATTAccountWideData.Quests[t.questID] then
			return 2;
		end
	end,
	["trackable"] = app.ReturnTrue,
	["saved"] = function(t)
		return IsQuestFlaggedCompleted(t.questID);
	end,
	["lvl"] = function(t)
		return 40;
	end,
};
app.BaseSelfieFilter = app.BaseObjectFields(fields);
app.CreateSelfieFilter = function(id, t)
	t.providers = SelfieCameraMkII;
	return setmetatable(constructor(id, t, "questID"), app.BaseSelfieFilter);
end
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();
app.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,
	["text"] = function(t)
		return app.TryColorizeName(t, t.name);
	end,
	["name"] = function(t)
		return NPCNameFromID[t.npcID];
	end,
	["title"] = function(t)
		return NPCTitlesFromID[t.npcID];
	end,
	["displayID"] = function(t)
		return app.NPCDisplayIDFromID[t.npcID];
	end,
	["creatureID"] = function(t)	-- TODO: Do something about this, it's silly.
		return t.npcID;
	end,

	["iconAsDefault"] = function(t)
		return (t.parent and t.parent.headerID == -2 and "Interface\\Icons\\INV_Misc_Coin_01")
			or app.DifficultyIcons[GetRelativeValue(t, "difficultyID") or 1];
	end,
	["nameAsAchievement"] = function(t)
		return NPCNameFromID[t.npcID] or select(2, GetAchievementInfo(t.achievementID));
	end,
	["iconAsAchievement"] = function(t)
		return select(10, GetAchievementInfo(t.achievementID)) or t.iconAsDefault;
	end,
	["linkAsAchievement"] = function(t)
		return GetAchievementLink(t.achievementID);
	end,
	["collectibleAsQuest"] = function(t)
		return app.CollectibleAsQuest(t);
	end,
	["collectedAsQuest"] = function(t)
		return IsQuestFlaggedCompletedForObject(t);
	end,
	["savedAsQuest"] = function(t)
		return IsQuestFlaggedCompleted(t.questID);
	end,
	["trackableAsQuest"] = app.ReturnTrue,
	["repeatableAsQuest"] = function(t)
		return rawget(t, "isDaily") or rawget(t, "isWeekly") or rawget(t, "isMonthly") or rawget(t, "isYearly") or rawget(t, "isWorldQuest");
	end,
	["altcollectedAsQuest"] = function(t)
		if t.altQuests then
			for i,questID in ipairs(t.altQuests) do
				if IsQuestFlaggedCompleted(questID) then
					rawset(t, "altcollected", questID);
					return questID;
				end
			end
		end
	end,
};
npcFields.icon = npcFields.iconAsDefault;
app.BaseNPC = app.BaseObjectFields(npcFields);

local fields = RawCloneData(npcFields);
fields.icon = npcFields.iconAsAchievement;
--fields.link = npcFields.linkAsAchievement;	-- Go to Broken Shore -> Command Center ->
app.BaseNPCWithAchievement = app.BaseObjectFields(fields);

local fields = RawCloneData(npcFields);
fields.altcollected = npcFields.altcollectedAsQuest;
fields.collectible = npcFields.collectibleAsQuest;
fields.collected = npcFields.collectedAsQuest;
fields.trackable = npcFields.trackableAsQuest;
fields.repeatable = npcFields.repeatableAsQuest;
fields.saved = fields.savedAsQuest;
app.BaseNPCWithQuest = app.BaseObjectFields(fields);

local fields = RawCloneData(npcFields);
fields.icon = npcFields.iconAsAchievement;
--fields.link = npcFields.linkAsAchievement;
fields.altcollected = npcFields.altcollectedAsQuest;
fields.collectible = npcFields.collectibleAsQuest;
fields.collected = npcFields.collectedAsQuest;
fields.trackable = npcFields.trackableAsQuest;
fields.repeatable = npcFields.repeatableAsQuest;
fields.saved = fields.savedAsQuest;
app.BaseNPCWithAchievementAndQuest = app.BaseObjectFields(fields);

local headerFields = {
	["key"] = function(t)
		return "headerID";
	end,
	["text"] = function(t)
		return app.TryColorizeName(t, t.name);
	end,
	["name"] = function(t)
		return L["HEADER_NAMES"][t.headerID];
	end,
	["icon"] = function(t)
		return L["HEADER_ICONS"][t.headerID];
	end,
	["description"] = function(t)
		return L["HEADER_DESCRIPTIONS"][t.headerID];
	end,
	["nameAsAchievement"] = function(t)
		return L["HEADER_NAMES"][t.headerID] or select(2, GetAchievementInfo(t.achievementID));
	end,
	["iconAsAchievement"] = function(t)
		return L["HEADER_ICONS"][t.headerID] or select(10, GetAchievementInfo(t.achievementID));
	end,
	["linkAsAchievement"] = function(t)
		return GetAchievementLink(t.achievementID);
	end,
	["savedAsQuest"] = function(t)
		return IsQuestFlaggedCompleted(t.questID);
	end,
	["trackableAsQuest"] = app.ReturnTrue,
};
app.BaseHeader = app.BaseObjectFields(headerFields);
local fields = RawCloneData(headerFields);
fields.name = headerFields.nameAsAchievement;
fields.icon = headerFields.iconAsAchievement;
--fields.link = headerFields.linkAsAchievement;
app.BaseHeaderWithAchievement = app.BaseObjectFields(fields);
local fields = RawCloneData(headerFields);
fields.saved = headerFields.savedAsQuest;
fields.trackable = headerFields.trackableAsQuest;
app.BaseHeaderWithQuest = app.BaseObjectFields(fields);
local fields = RawCloneData(headerFields);
fields.name = headerFields.nameAsAchievement;
fields.icon = headerFields.iconAsAchievement;
--fields.link = headerFields.linkAsAchievement;
fields.saved = headerFields.savedAsQuest;
fields.trackable = headerFields.trackableAsQuest;
app.BaseHeaderWithAchievementAndQuest = app.BaseObjectFields(fields);
app.CreateNPC = function(id, t)
	if t then
		-- TEMP: clean MoH tagging from random Vendors
		if rawget(t, "itemID") == 137642 then
			rawset(t, "itemID", nil);
			-- print("ItemID",rawget(t, "itemID"),"used on NPC/Header group... Don't do that!",id);
		end
		if id < 1 then
			if rawget(t, "achID") then
				rawset(t, "achievementID", app.FactionID == Enum.FlightPathFaction.Horde and rawget(t, "altAchID") or rawget(t, "achID"));
				if rawget(t, "questID") then
					return setmetatable(constructor(id, t, "headerID"), app.BaseHeaderWithAchievementAndQuest);
				else
					return setmetatable(constructor(id, t, "headerID"), app.BaseHeaderWithAchievement);
				end
			else
				if rawget(t, "questID") then
					return setmetatable(constructor(id, t, "headerID"), app.BaseHeaderWithQuest);
				else
					return setmetatable(constructor(id, t, "headerID"), app.BaseHeader);
				end
			end
		else
			if rawget(t, "achID") then
				rawset(t, "achievementID", app.FactionID == Enum.FlightPathFaction.Horde and rawget(t, "altAchID") or rawget(t, "achID"));
				if rawget(t, "questID") then
					return setmetatable(constructor(id, t, "npcID"), app.BaseNPCWithAchievementAndQuest);
				else
					return setmetatable(constructor(id, t, "npcID"), app.BaseNPCWithAchievement);
				end
			else
				if rawget(t, "questID") then
					return setmetatable(constructor(id, t, "npcID"), app.BaseNPCWithQuest);
				else
					return setmetatable(constructor(id, t, "npcID"), app.BaseNPC);
				end
			end
		end
	elseif id > 1 then
		return setmetatable(constructor(id, t, "npcID"), app.BaseNPC);
	else
		return setmetatable(constructor(id, t, "headerID"), app.BaseHeader);
	end
end
end)();

-- Object Lib (as in "World Object")
(function()
local objectFields = {
	["key"] = function(t)
		return "objectID";
	end,
	["text"] = function(t)
		return app.TryColorizeName(t, t.name);
	end,
	["name"] = function(t)
		return app.ObjectNames[t.objectID] or ("Object ID #" .. t.objectID);
	end,
	["icon"] = function(t)
		return app.ObjectIcons[t.objectID] or "Interface\\Icons\\INV_Misc_Bag_10";
	end,
	["model"] = function(t)
		return app.ObjectModels[t.objectID];
	end,

	["nameAsAchievement"] = function(t)
		return NPCNameFromID[t.npcID] or select(2, GetAchievementInfo(t.achievementID));
	end,
	["iconAsAchievement"] = function(t)
		return select(10, GetAchievementInfo(t.achievementID)) or t.iconAsDefault;
	end,
	["linkAsAchievement"] = function(t)
		return GetAchievementLink(t.achievementID);
	end,
	["collectibleAsQuest"] = function(t)
		return app.CollectibleAsQuest(t);
	end,
	["collectedAsQuest"] = function(t)
		return IsQuestFlaggedCompletedForObject(t);
	end,
	["savedAsQuest"] = function(t)
		return IsQuestFlaggedCompleted(t.questID);
	end,
	["trackableAsQuest"] = app.ReturnTrue,
	["repeatableAsQuest"] = function(t)
		return rawget(t, "isDaily") or rawget(t, "isWeekly") or rawget(t, "isMonthly") or rawget(t, "isYearly") or rawget(t, "isWorldQuest");
	end,
	["altcollectedAsQuest"] = function(t)
		if t.altQuests then
			for i,questID in ipairs(t.altQuests) do
				if IsQuestFlaggedCompleted(questID) then
					rawset(t, "altcollected", questID);
					return questID;
				end
			end
		end
	end,

	-- Generic fields (potentially replaced by specific object types)
	["trackable"] = function(t)
		-- only used for generic objects with no other way of being considered trackable
		if not t.g then return; end
		for _,group in ipairs(t.g) do
			if group.objectID and group.trackable then return true; end
		end
	end,
	["repeatable"] = function(t)
		-- only used for generic objects with no other way of being tracked as repeatable
		if not t.g then return; end
		for _,group in ipairs(t.g) do
			if group.objectID and group.repeatable then return true; end
		end
		-- every contained sub-object is not repeatable, so the repeated object should also be marked as not repeatable
	end,
	["saved"] = function(t)
		-- only used for generic objects with no other way of being tracked as saved
		if not t.g then return; end
		local anySaved;
		for _,group in ipairs(t.g) do
			if group.objectID then
				if group.saved then
					anySaved = true;
				else
					return;
				end
			end
		end
		-- every contained sub-object is already saved, so the repeated object should also be marked as saved
		return anySaved;
	end,
};
app.BaseObject = app.BaseObjectFields(objectFields);

local fields = RawCloneData(objectFields);
fields.icon = objectFields.iconAsAchievement;
--fields.link = objectFields.linkAsAchievement;
app.BaseObjectWithAchievement = app.BaseObjectFields(fields);

local fields = RawCloneData(objectFields);
fields.altcollected = objectFields.altcollectedAsQuest;
fields.collectible = objectFields.collectibleAsQuest;
fields.collected = objectFields.collectedAsQuest;
fields.trackable = objectFields.trackableAsQuest;
fields.repeatable = objectFields.repeatableAsQuest;
fields.saved = fields.savedAsQuest;
app.BaseObjectWithQuest = app.BaseObjectFields(fields);

local fields = RawCloneData(objectFields);
fields.icon = objectFields.iconAsAchievement;
--fields.link = objectFields.linkAsAchievement;
fields.altcollected = objectFields.altcollectedAsQuest;
fields.collectible = objectFields.collectibleAsQuest;
fields.collected = objectFields.collectedAsQuest;
fields.trackable = objectFields.trackableAsQuest;
fields.repeatable = objectFields.repeatableAsQuest;
fields.saved = fields.savedAsQuest;
app.BaseObjectWithAchievementAndQuest = app.BaseObjectFields(fields);
app.CreateObject = function(id, t)
	if t then
		if rawget(t, "achID") then
			rawset(t, "achievementID", app.FactionID == Enum.FlightPathFaction.Horde and rawget(t, "altAchID") or rawget(t, "achID"));
			if rawget(t, "questID") then
				return setmetatable(constructor(id, t, "objectID"), app.BaseObjectWithAchievementAndQuest);
			else
				return setmetatable(constructor(id, t, "objectID"), app.BaseObjectWithAchievement);
			end
		else
			if rawget(t, "questID") then
				return setmetatable(constructor(id, t, "objectID"), app.BaseObjectWithQuest);
			end
		end
	end
	return setmetatable(constructor(id, t, "objectID"), app.BaseObject);
end
end)();

-- Profession Lib
(function()
app.SkillIDToSpellID = setmetatable({
	[171] = 2259,	-- Alchemy
	[794] = 158762,	-- Arch
	[261] = 5149,	-- Beast Training
	[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
	--[2720] = 2720,	-- Junkyard Tinkering [Does not have a spellID]
	[165] = 2108,	-- Leatherworking
	[186] = 2575,	-- Mining
	[393] = 8613,	-- Skinning
	[197] = 3908,	-- Tailoring
	[960] = 53428,  -- Runeforging
	[40] = 2842,	-- Poison

	-- 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
	[10656] = 10656,	-- Dragonscale Leatherworking
	[10658] = 10658,	-- Elemental Leatherworking
	[10660] = 10660,	-- Tribal Leatherworking
	[26801] = 26801,	-- Shadoweave Tailoring
	[26797] = 26797,	-- Spellfire Tailoring
	[26798] = 26798,	-- Mooncloth Tailoring
	[125589] = 125589,	-- Way of the Brew
	[124694] = 124694,	-- Way of the Grill
	[125588] = 125588,	-- Way of the Oven
	[125586] = 125586,	-- Way of the Pot
	[125587] = 125587,	-- Way of the Steamer
	[125584] = 125584,	-- Way of the Wok
}, {__index = function(t,k) end})
app.SpellIDToSkillID = {};
for skillID,spellID in pairs(app.SkillIDToSpellID) do
	app.SpellIDToSkillID[spellID] = skillID;
end
app.SpecializationSpellIDs = setmetatable({
	[20219] = 4036,	-- Gnomish Engineering
	[20222] = 4036,	-- Goblin Engineering
	[9788] = 2018,	-- Armorsmith
	[9787] = 2018,	-- Weaponsmith
	[17041] = 2018,	-- Master Axesmith
	[17040] = 2018,	-- Master Hammersmith
	[17039] = 2018,	-- Master Swordsmith
	[10656] = 2108,	-- Dragonscale Leatherworking
	[10658] = 2108,	-- Elemental Leatherworking
	[10660] = 2108,	-- Tribal Leatherworking
	[26801] = 3908,	-- Shadoweave Tailoring
	[26797] = 3908,	-- Spellfire Tailoring
	[26798] = 3908,	-- Mooncloth Tailoring
	[125589] = 2550,-- Way of the Brew
	[124694] = 2550,-- Way of the Grill
	[125588] = 2550,-- Way of the Oven
	[125586] = 2550,-- Way of the Pot
	[125587] = 2550,-- Way of the Steamer
	[125584] = 2550,-- Way of the Wok
}, {__index = function(t,k) return k; end})

local fields = {
	["key"] = function(t)
		return "professionID";
	end,
	["text"] = function(t)
		if app.GetSpecializationBaseTradeSkill(t.professionID) then return select(1, GetSpellInfo(t.professionID)); end
		if t.professionID == 129 then return select(1, GetSpellInfo(t.spellID)); end
		return C_TradeSkillUI.GetTradeSkillDisplayName(t.professionID);
	end,
	["icon"] = function(t)
		if app.GetSpecializationBaseTradeSkill(t.professionID) then return select(3, GetSpellInfo(t.professionID)); end
		if t.professionID == 129 then return select(3, GetSpellInfo(t.spellID)); end
		return C_TradeSkillUI.GetTradeSkillTexture(t.professionID);
	end,
	["spellID"] = function(t)
		return app.SkillIDToSpellID[t.professionID];
	end,
	["skillID"] = function(t)
		return t.professionID;
	end,
	["requireSkill"] = function(t)
		return t.professionID;
	end,
};
app.BaseProfession = app.BaseObjectFields(fields);
app.CreateProfession = function(id, t)
	return setmetatable(constructor(id, t, "professionID"), app.BaseProfession);
end
end)();

-- PVP Ranks
(function()
local fields = {
	["key"] = function(t)
		return "pvpRankID";
	end,
	["text"] = function(t)
		return _G["PVP_RANK_" .. (t.pvpRankID + 4) .. "_" .. (t.inverseR or 0)];
	end,
	["icon"] = function(t)
		return format("%s%02d","Interface\\PvPRankBadges\\PvPRank", t.pvpRankID);
	end,
	["title"] = function(t)
		return RANK .. " " .. t.pvpRankID .. DESCRIPTION_SEPARATOR ..  _G["PVP_RANK_" .. (t.pvpRankID + 4) .. "_" .. ((t.inverseR == 1 and 0 or 1))] .. " (" .. (t.r == Enum.FlightPathFaction.Alliance and FACTION_HORDE or FACTION_ALLIANCE) .. ")";
	end,
	["description"] = function(t)
		return "There are a total of 14 ranks for both factions. Each rank requires a minimum amount of Rating Points to be calculated every week, then calculated in comparison to other players on your server.\n\nEach rank grants access to different rewards, from PvP consumables to Epic Mounts that do not require Epic Riding Skill and Epic pieces of gear at the highest ranks. Each rank is also applied to your character as a Title.";
	end,
	["r"] = function(t)
		return t.parent.r or app.FactionID;
	end,
	["inverseR"] = function(t)
		return t.r == Enum.FlightPathFaction.Alliance and 1 or 0;
	end,
	["lifetimeRank"] = function(t)
		return select(3, GetPVPLifetimeStats());
	end,
	["collectible"] = app.ReturnFalse,
	["collected"] = function(t)
		return t.lifetimeRank >= t.pvpRankID;
	end,
	["OnTooltip"] = function(t)
		GameTooltip:AddDoubleLine("Your lifetime highest rank: ", _G["PVP_RANK_" .. (t.lifetimeRank) .. "_" .. (app.FactionID == 2 and 1 or 0)], 1, 1, 1, 1, 1, 1);
	end
};
app.BasePVPRank = app.BaseObjectFields(fields);
app.CreatePVPRank = function(id, t)
	return setmetatable(constructor(id, t, "pvpRankID"), app.BasePVPRank);
end
end)();

-- Quest Lib
(function()
local C_QuestLog_GetQuestObjectives = C_QuestLog.GetQuestObjectives;
local C_QuestLog_IsOnQuest = C_QuestLog.IsOnQuest;
local C_QuestLog_IsQuestReplayable = C_QuestLog.IsQuestReplayable;
local C_QuestLog_IsQuestReplayedRecently = C_QuestLog.IsQuestReplayedRecently;
local C_QuestLog_ReadyForTurnIn = C_QuestLog.ReadyForTurnIn;
local questFields = {
	["key"] = function(t)
		return "questID";
	end,
	["text"] = function(t)
		return app.TryColorizeName(t, t.name);
	end,
	["name"] = function(t)
		return QuestTitleFromID[t.questID];
	end,
	["objectiveInfo"] = function(t)
		local questID = t.questID;
		if questID then
			local objectives = C_QuestLog_GetQuestObjectives(questID);
			if objectives then
				rawset(t, "objectiveInfo", objectives);
				return objectives;
			end
		end
		rawset(t, "objectiveInfo", app.EmptyTable)
	end,
	["description"] = function(t)
		-- Provide a fall-back description as to collectibility of a Quest due to granting reputation
		if app.CollectibleReputations and t.maxReputation and t.collectibleAsReputation then
			local factionID = t.maxReputation[1];
			return L["ITEM_GIVES_REP"] .. (select(1, GetFactionInfoByID(factionID)) or ("Faction #" .. tostring(factionID))) .. "'";
		end
	end,
	["icon"] = function(t)
		if t.providers then
			for k,v in ipairs(t.providers) do
				if v[2] > 0 then
					if v[1] == "o" then
						return app.ObjectIcons[v[2]] or "Interface\\Icons\\INV_Misc_Bag_10";
					elseif v[1] == "i" then
						return select(5, GetItemInfoInstant(v[2])) or "Interface\\Icons\\INV_Misc_Book_09";
					end
				end
			end
		end
		if t.isWorldQuest then
			return "Interface\\AddOns\\AllTheThings\\assets\\Interface_Questind";
		elseif t.repeatable then
			return "Interface\\AddOns\\AllTheThings\\assets\\Interface_Questd";
		elseif t._missing then
			return "Interface\\Icons\\INV_Misc_QuestionMark";
		else
			return "Interface\\AddOns\\AllTheThings\\assets\\Interface_Quest";
		end
	end,
	["model"] = function(t)
		if t.providers then
			for k,v in ipairs(t.providers) do
				if v[2] > 0 then
					if v[1] == "o" then
						return app.ObjectModels[v[2]];
					end
				end
			end
		end
	end,
	["link"] = function(t)
		return GetQuestLink(t.questID) or "quest:" .. t.questID;
	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,
	["collectible"] = function(t)
		return app.CollectibleAsQuest(t);
	end,
	["collected"] = function(t)
		return IsQuestFlaggedCompletedForObject(t);
	end,
	["trackable"] = app.ReturnTrue,
	["saved"] = function(t)
		if app.IsInPartySync then
			return C_QuestLog_IsQuestReplayedRecently(t.questID) or (not C_QuestLog_IsQuestReplayable(t.questID) and IsQuestFlaggedCompleted(t.questID));
		end
		return IsQuestFlaggedCompleted(t.questID);
	end,

	["collectibleAsReputation"] = function(t)
		local factionID = t.maxReputation[1];
		-- If Collectible by providing reputation towards a Faction with which the character is below the rep-granting Standing, and the Faction itself is Collectible & Not Collected
		if app.CollectibleReputations then
			local factionRef = app.SearchForObject("factionID", factionID);
			if factionRef and not factionRef.collected and (select(6, GetFactionInfoByID(factionID)) or 0) < t.maxReputation[2] then
				return true;
			end
		end
		-- If Collectible by being a Quest, and the character is able to turn in the Quest
		if app.CollectibleQuests then
			if (select(6, GetFactionInfoByID(factionID)) or 0) <= t.maxReputation[2] then
				return app.CollectibleAsQuest(t);
			else
				-- Otherwise, treat the quest as collectible if it has already been completed
				return IsQuestFlaggedCompletedForObject(t);
			end
		end
	end,
	["collectedAsReputation"] = function(t)
		-- If the Quest is completed on this character, then it doesn't matter about the faction
		if IsQuestFlaggedCompleted(t.questID) then
			return 1;
		end
		-- Check whether this Quest can provide Rep towards an incomplete Faction
		if app.CollectibleReputations and t.maxReputation then
			local factionID = t.maxReputation[1];
			local factionRef = app.SearchForObject("factionID", factionID);
			-- Completing the quest will increase the Faction, so it is incomplete
			if factionRef and not factionRef.collected and (select(6, GetFactionInfoByID(factionID)) or 0) < t.maxReputation[2] then
				return false;
			elseif not app.CollectibleQuests then
			-- Completing the quest will not increase the Faction, but User doesn't care about Quests, then consider it 'collected'
				return 2;
			end
		end
		-- Finally, check if the quest is otherwise considered 'collected' by normal logic
		return IsQuestFlaggedCompletedForObject(t);
	end,
	-- Questionable Fields... TODO: Investigate if necessary.
	["altcollected"] = function(t)
		-- local LOG = t.questID == 8753 and t.questID;
		-- if LOG then print(LOG,"checking altCollected") end
		-- 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
				if IsQuestFlaggedCompleted(questID) then
					-- if LOG then print(LOG,"altCollected by",questID) end
					rawset(t, "altcollected", questID);
					return questID;
				end
			end
		end
	end,
	["breadcrumbLockedBy"] = function(t)
		-- 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
		-- do not consider a completed breadcrumb as being locked from being collectible
		if not IsQuestFlaggedCompleted(t.questID) then
			-- determine if a 'nextQuest' exists and is completed specifically by this character, to remove availability of the breadcrumb
			if t.isBreadcrumb and t.nextQuests then
				local nq;
				for i,questID in ipairs(t.nextQuests) do
					if IsQuestFlaggedCompleted(questID) then
						rawset(t, "breadcrumbLockedBy", questID);
						return questID;
					else
						-- 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
						nq = app.SearchForObject("questID", questID);
						if nq and (IsQuestFlaggedCompleted(nq.questID) or nq.altcollected or nq.breadcrumbLockedBy) then
							rawset(t, "breadcrumbLockedBy", questID);
							return questID;
						end
					end
				end
			end
		end
	end,
	["sourceQuestsCompleted"] = function(t)
		if t.sourceQuests and #t.sourceQuests > 0 then
			local completed = true;
			local includeBreadcrumbs = app.Settings:Get("Thing:QuestBreadcrumbs");
			local sq;
			for i,sourceQuestID in ipairs(t.sourceQuests) do
				if not IsQuestFlaggedCompleted(sourceQuestID) then
					if includeBreadcrumbs then
						-- consider the breadcrumb as an actual sq since the user is tracking them
						completed = false;
					else
						-- otherwise incomplete breadcrumbs will not prevent picking up a quest if they are ignored
						sq = app.SearchForObject("questID", sourceQuestID);
						if sq then
							if not sq.isBreadcrumb and not (sq.breadcrumbLockedBy or sq.altcollected) then
								completed = false;
							end
						else
							completed = false;
						end
					end
				end
			end
			return completed;
		end
	end,
};
app.BaseQuest = app.BaseObjectFields(questFields);

-- consolidated representation of whether a Thing can be collectible via QuestID
app.CollectibleAsQuest = function(t)
	return
	-- must treat Quests as collectible
	app.CollectibleQuests
	-- must have a questID associated
	and t.questID
	and (
			(
			-- must not be repeatable, unless considering repeatable quests as collectible
			(not t.repeatable or app.Settings:GetTooltipSetting("Repeatable"))
			-- debug mode
			and (app.MODE_DEBUG
				-- must not be a breadcrumb
				or (not t.isBreadcrumb)
				-- unless collecting breadcrumbs
				or (app.CollectibleBreadcrumbs and
					-- in account mode
					(app.MODE_ACCOUNT
					-- or party sync without the quest being disabled for it
					or (app.IsInPartySync and not t.DisablePartySync)
					-- or simply being able to access the breadcrumb
					or not t.breadcrumbLockedBy)))
			-- account-wide quests (special case since quests are only available once per account, so can only consider them collectible if they've never been completed otherwise)
			and (app.AccountWideQuests
				-- otherwise must not be a once-per-account quest which has already been flagged as completed on a different character
				or (not ATTAccountWideData.OneTimeQuests[t.questID] or ATTAccountWideData.OneTimeQuests[t.questID] == app.GUID)))

			-- If it is an item and associated to an active quest.
			-- TODO: add t.requiredForQuestID
			or (not t.isWorldQuest and (t.cost or t.itemID) and C_QuestLog_IsOnQuest(t.questID))
		);
end

-- Will attempt to populate the rewards of the quest object into itself (will become the object's OnUpdate until populated or 15 rendered frames)
app.TryPopulateQuestRewards = function(questObject)
	if not questObject or not questObject.questID then return; end
	if not questObject.OnUpdate then questObject.OnUpdate = app.TryPopulateQuestRewards; end

	-- track how many attempts for retrieving reward data for both types (15 frames)
	questObject.missingItem = questObject.missingItem and (questObject.missingItem - 1) or 15;
	questObject.missingCurr = questObject.missingCurr and (questObject.missingCurr - 1) or 15;

	-- all sub-group data will be populated via this method, so any pre-existing stuff should be cleaned out on the initial setup
	if questObject.missingItem == 15 and questObject.missingCurr == 15 then
		questObject.g = nil;
	end

	-- app.DEBUG_PRINT = questObject.questID == 32901 and 32901;
	-- if app.DEBUG_PRINT then print("TryPopulateQuestRewards",questObject.questID) end
	-- print("TryPopulateQuestRewards",questObject.questID,questObject.missingItem,questObject.missingCurr)
	if questObject.missingItem > 0 then
		-- 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
		GetQuestLogRewardInfo(1, questObject.questID);
		-- if app.DEBUG_PRINT then print("TryPopulateQuestRewards:numQuestRewards",questObject.questID,numQuestRewards,questObject.missingItem) end
		for j=1,numQuestRewards,1 do
			local _, _, _, _, _, itemID = GetQuestLogRewardInfo(j, questObject.questID);
			if itemID then
				-- if app.DEBUG_PRINT then print("TryPopulateQuestRewards:found",questObject.questID,itemID) end

				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
					local item = {};
					app.ImportRawLink(item, link);
					-- if item.itemID == 137483 then
					-- 	app.DEBUG_PRINT = item.itemID;
					-- 	print("item.initial parse")
					-- 	app.PrintTable(item)
					-- end
					-- if app.DEBUG_PRINT then print("Parse Link", link) end
					if item.itemID then
						-- if app.DEBUG_PRINT then print(_, linkItemID, enchantId, gemId1, gemId2, gemId3, gemId4, suffixId, uniqueId, linkLevel, specializationID, upgradeId, modID, bonusCount, bonusID1); end
						local search = SearchForLink(link);
						-- search will either match through bonusID, modID, or itemID in that priority

						-- put all the item information into a basic table
						-- if app.DEBUG_PRINT then app.PrintTable(item) end
						-- block the group from being collectible as a cost if the option is not enabled
						if not app.Settings:GetTooltipSetting("WorldQuestsList:Currencies") then
							item.collectibleAsCost = false;
						end
						if search then
							-- if app.DEBUG_PRINT then print("Initial search",#search,link) end
							-- find the specific item which the link represents (not sure all of this is necessary with improved search)
							local exactItemID = GetGroupItemIDWithModID(item);
							local subItems = {};
							local refinedMatches = app.GroupBestMatchingItems(search, exactItemID);
							if refinedMatches then
								-- move from depth 3 to depth 1 to find the set of items which best matches for the root
								for depth=3,1,-1 do
									if refinedMatches[depth] then
										-- if app.DEBUG_PRINT then print("refined",depth,#refinedMatches[depth]) end
										for _,o in ipairs(refinedMatches[depth]) do
											MergeProperties(item, o, true);
											NestObjects(item, o.g);	-- no clone since item is cloned later
										end
									end
								end
								-- any matches with depth 0 will be nested
								if refinedMatches[0] then
									if app.DEBUG_PRINT then print("refined",0,#refinedMatches[0]) end
									app.ArrayAppend(subItems, refinedMatches[0]);	-- no clone since item is cloned later
								end
							end
							-- then pull in any other sub-items which were not the item itself
							NestObjects(item, subItems);	-- no clone since item is cloned later
						end

						-- at least one reward exists, so clear the missing data
						questObject.missingItem = 0;
						-- don't let cached groups pollute potentially inaccurate raw Data
						item.link = nil;
						NestObject(questObject, item, true);
					end
					-- if app.DEBUG_PRINT then app.DEBUG_PRINT = nil; end
				end
			end
		end
	end

	-- Add info for currency rewards as containers for their respective collectibles
	if questObject.missingCurr > 0 then
		local numCurrencies = GetNumQuestLogRewardCurrencies(questObject.questID);
		-- pre-emptively call the following API method as well to get cached data earlier for the next refresh
		GetQuestLogRewardCurrencyInfo(1, questObject.questID);
		-- numCurrencies will often be 0 for fresh questID API calls...
		local currencyID;
		for j=1,numCurrencies,1 do
			currencyID = select(4, GetQuestLogRewardCurrencyInfo(j, questObject.questID));
			if currencyID then
				-- if app.DEBUG_PRINT then print("TryPopulateQuestRewards_currencies:found",questObject.questID,currencyID,questObject.missingCurr) end

				currencyID = tonumber(currencyID);
				local item = { ["currencyID"] = currencyID };
				-- block the group from being collectible as a cost if the option is not enabled
				if not app.Settings:GetTooltipSetting("WorldQuestsList:Currencies") then
					item.collectibleAsCost = false;
				end
				_cache = SearchForField("currencyID", currencyID);
				if _cache then
					for _,data in ipairs(_cache) do
						-- cache record is the item itself
						if GroupMatchesParams(data, "currencyID", currencyID) then
							MergeProperties(item, data);
						-- cache record is associated with the item
						else
							NestObject(item, data);	-- no clone since item is cloned later
						end
					end
				end
				questObject.missingCurr = 0;
				NestObject(questObject, item, true);
			end
		end
	end

	-- done attempting to populate the quest object
	if questObject.missingItem < 1 and questObject.missingCurr < 1 then
		-- if app.DEBUG_PRINT then print("TryPopulateQuestRewards:populated",questObject.questID) end
		questObject.OnUpdate = nil;
		questObject.doUpdate = true;

		-- Finally ensure that any cached entries for the quest are copied into this version of the object
		-- Needs to be SearchForField as non-quests can be pulled too
		local cachedQuests = SearchForField("questID", questObject.questID);
		if cachedQuests then
			-- special care for API provided items
			local apiItems = {};
			if questObject.g then
				for _,item in ipairs(questObject.g) do
					if item.itemID then
						apiItems[item.itemID] = item;
					end
				end
			end
			local nonItemNested = {};
			-- merge in any DB data without replacing existing data
			for _,data in ipairs(cachedQuests) do
				-- only merge into the quest object properties from an object in cache with this questID
				if data.questID and data.questID == questObject.questID then
					MergeProperties(questObject, data, true);
					-- need to exclusively copy cached values for certain fields since normal merge logic will not copy them
					-- ref: quest 49675/58703
					if data.u then questObject.u = data.u; end
					-- merge in sourced things under this quest object if it is not a raw quest or not an API provided item
					if data.g then
						for _,o in ipairs(data.g) do
							-- nest cached non-items
							if not o.itemID then
								-- if app.DEBUG_PRINT then print("nested-nonItem",o.hash) end
								tinsert(nonItemNested, o);
							else
								-- cached items need to merge with corresponding API item based on simple itemID
								if apiItems[o.itemID] then
									-- if app.DEBUG_PRINT then print("nested-merged",o.hash) end
									MergeProperties(apiItems[o.itemID], o, true);
								else
									-- otherwise just get nested
									-- if app.DEBUG_PRINT then print("nested-item",o.hash) end
									tinsert(nonItemNested, o);
								end
							end
						end
					end
				-- otherwise if this is a non-quest object flagged with this questID so it should be added under the quest
				elseif data.key ~= "questID" then
					tinsert(nonItemNested, data);
				end
			end
			NestObjects(questObject, nonItemNested, true);
		end

		-- Check for provider info
		-- TODO: don't think this is necessary? it's trying to pull things listed under a creature when that creature is sourced under a 'Rares' header
		-- if questObject.qgs and #questObject.qgs == 1 then
		-- 	_cache = SearchForField("creatureID", questObject.qgs[1]);
		-- 	if _cache then
		-- 		for _,data in ipairs(_cache) do
		-- 			if GetRelativeField(data, "headerID", -16) then	-- Rares only!
		-- 				print("merge creature data",data.hash,"=>",questObject.questID)
		-- 				MergeProperties(questObject, data, true);
		-- 				NestObjects(questObject, data.g, true);
		-- 			end
		-- 		end
		-- 	end
		-- end

		-- Build out purchases if specified
		-- if app.Settings:GetTooltipSetting("WorldQuestsList:Currencies") then
		-- 	FillPurchases(questObject);
		-- end

		-- Resolve all symbolic links now that the quest contains items
		FillSymLinks(questObject, true);

		-- Special logic for Torn Invitation... maybe can clean up sometime
		if questObject.g and #questObject.g > 0 then
			for _,item in ipairs(questObject.g) do
				if item.g then
					for k,o in ipairs(item.g) do
						if o.itemID == 140495 then	-- Torn Invitation
							local searchResults = app.SearchForField("questID", 44058);	-- Volpin the Elusive
							NestObjects(o, searchResults, true);
						end
					end
				end
			end
		end
		BuildGroups(questObject, questObject.g);
	else
		questObject.doUpdate = questObject.OnUpdate;
	end

	-- app.DEBUG_PRINT = nil;
end
-- Given an Object, will return the indicator (asset name) if this Object should show one based on it being tied to a QuestID
app.GetQuestIndicator = function(t)
	if t.questID then
		if C_QuestLog_IsOnQuest(t.questID) then
			return (C_QuestLog_ReadyForTurnIn(t.questID) and "Interface_Questin")
				or "Interface_Questin_grey";
		elseif ATTAccountWideData.OneTimeQuests[t.questID] == false then
			return "Interface_Quest_Arrow";
		end
	end
end

local fields = RawCloneData(questFields);
fields.collectible = questFields.collectibleAsReputation;
fields.collected = questFields.collectedAsReputation;
app.BaseQuestWithReputation = app.BaseObjectFields(fields);
app.CreateQuest = function(id, t)
	if t and rawget(t, "maxReputation") then
		return setmetatable(constructor(id, t, "questID"), app.BaseQuestWithReputation);
	end
	return setmetatable(constructor(id, t, "questID"), app.BaseQuest);
end
-- Causes a group to remain visible if it is replayable, regardless of collection status
app.ShowIfReplayableQuest = function(data)
	data.visible = C_QuestLog_IsQuestReplayable(data.questID) or app.CollectedItemVisibilityFilter(data);
	return true;
end

-- Quest Objective Lib
-- Not used in Retail anymore
-- local fields = {
-- 	["key"] = function(t)
-- 		return "objectiveID";
-- 	end,
-- 	["text"] = function(t)
-- 		return app.TryColorizeName(t, t.name);
-- 	end,
-- 	["name"] = function(t)
-- 		local objInfo = t.parent.objectiveInfo;
-- 		if objInfo then
-- 			local objective = objInfo[t.objectiveID];
-- 			if objective then return objective.text; end
-- 		end
-- 		return L["QUEST_OBJECTIVE_INVALID"];
-- 	end,
-- 	["icon"] = function(t)
-- 		if t.providers then
-- 			for k,v in ipairs(t.providers) do
-- 				if v[2] > 0 then
-- 					if v[1] == "o" then
-- 						return app.ObjectIcons[v[2]] or "Interface\\Worldmap\\Gear_64Grey";
-- 					elseif v[1] == "i" then
-- 						return select(5, GetItemInfoInstant(v[2])) or "Interface\\Worldmap\\Gear_64Grey";
-- 					end
-- 				end
-- 			end
-- 		end
--		if t.spellID then return select(3, GetSpellInfo(t.spellID)); end
-- 		return t.parent.icon or "Interface\\Worldmap\\Gear_64Grey";
-- 	end,
-- 	["model"] = function(t)
-- 		if t.providers then
-- 			for k,v in ipairs(t.providers) do
-- 				if v[2] > 0 then
-- 					if v[1] == "o" then
-- 						return app.ObjectModels[v[2]];
-- 					end
-- 				end
-- 			end
-- 		end
-- 	end,
-- 	["objectiveID"] = function(t)
-- 		return 1;
-- 	end,
-- 	["questID"] = function(t)
-- 		return t.parent.questID;
-- 	end,
-- 	["isDaily"] = function(t)
-- 		return t.parent.isDaily;
-- 	end,
-- 	["isWeekly"] = function(t)
-- 		return t.parent.isWeekly;
-- 	end,
-- 	["isMonthly"] = function(t)
-- 		return t.parent.isMonthly;
-- 	end,
-- 	["isYearly"] = function(t)
-- 		return t.parent.isYearly;
-- 	end,
-- 	["isWorldQuest"] = function(t)
-- 		return t.parent.isWorldQuest;
-- 	end,
-- 	["repeatable"] = function(t)
-- 		return t.parent.repeatable;
-- 	end,
-- 	["collectible"] = function(t)
-- 		return t.questID and C_QuestLog_IsOnQuest(t.questID);
-- 	end,
-- 	["trackable"] = app.ReturnTrue,
-- 	["collected"] = function(t)
-- 		-- If the parent is collected, return immediately.
-- 		local collected = t.parent.collected;
-- 		if collected then return collected; end

-- 		-- Check to see if the objective was completed.
-- 		local objInfo = t.parent.objectiveInfo;
-- 		if objInfo then
-- 			local objective = objInfo[t.objectiveID];
-- 			if objective then return objective.finished and 1; end
-- 		end
-- 	end,
-- 	["saved"] = function(t)
-- 		-- If the parent is saved, return immediately.
-- 		if t.parent.saved then return true; end

-- 		-- Check to see if the objective was completed.
-- 		local objInfo = t.parent.objectiveInfo;
-- 		if objInfo then
-- 			local objective = objInfo[t.objectiveID];
-- 			if objective then return objective.finished and 1; end
-- 		end
-- 	end,
-- };
-- app.BaseQuestObjective = app.BaseObjectFields(fields);
-- app.CreateQuestObjective = function(id, t)
-- 	return setmetatable(constructor(id, t, "objectiveID"), app.BaseQuestObjective);
-- end
--]]

-- Vignette Lib
(function()
-- Vignettes copy Quest fields
local fields = RawCloneData(questFields);
local function BuildTextFromNPCIDs(t, npcIDs)
	if not npcIDs or #npcIDs == 0 then app.report("Invalid Vignette! "..(t.hash or "[NOHASH]")) end
	local retry, name;
	local textTbl = {};
	for i,npcID in ipairs(npcIDs) do
		name = NPCNameFromID[npcID];
		retry = retry or not name or name == RETRIEVING_DATA;
		if not retry then
			textTbl[i * 2 - 1] = name;
			if i > 1 then
				textTbl[(i - 1) * 2] = ", ";
			end
		end
	end
	if retry then return RETRIEVING_DATA; end
	name = table.concat(textTbl);
	rawset(t, "name", name);
	return name;
end
-- Custom Vignette fields
fields.name = function(t)
	if t.qgs or t.crs then
		return BuildTextFromNPCIDs(t, t.qgs or t.crs);
	elseif t.qg or t.creatureID then
		return BuildTextFromNPCIDs(t, { t.qg or t.creatureID });
	end
	return BuildTextFromNPCIDs(t);
end;
fields.icon = function(t) return "Interface\\Icons\\INV_Misc_Head_Dragon_Black"; end;
fields.isVignette = app.ReturnTrue;
app.BaseVignette = app.BaseObjectFields(fields);
app.CreateVignette = function(id, t)
	return setmetatable(constructor(id, t, "questID"), app.BaseVignette);
end
end)();

-- Will print a warning message and play a warning sound if the given QuestID begin completed will prevent being able to complete a breadcrumb
-- (as far as ATT is capable of knowing)
app.CheckForBreadcrumbPrevention = function(title, questID)
	local nextQuests = app.SearchForField("nextQuests", questID);
	if nextQuests then
		local warning;
		for _,group in pairs(nextQuests) do
			if not group.collected and app.RecursiveGroupRequirementsFilter(group) then
				app.print(string.format(L["QUEST_PREVENTS_BREADCRUMB_COLLECTION_FORMAT"], title, app:Linkify(questID, "149bfd", "search:questID:"..questID), group.text or RETRIEVING_DATA, app:Linkify(group.questID, "7f40bf", "search:questID:"..group.questID)));
				warning = true;
			end
		end
		if warning then app:PlayRemoveSound(); end
	end
end

app:RegisterEvent("QUEST_SESSION_JOINED");
end)();

local function QueryCompletedQuests()
	local t = CompletedQuests;
	local freshCompletes = C_QuestLog_GetAllCompletedQuestIDs();
	-- print("total completed quests new/previous",#freshCompletes,rawget(t, "_TOTAL") or 0)
	local oldReportSetting = app.Settings:GetTooltipSetting("Report:CompletedQuests");
	-- check if Blizzard is being dumb / should we print a summary instead of individual lines
	local questDiff = #freshCompletes - (rawget(t, "_TOTAL") or 0);
	if app.IsReady then
		if oldReportSetting and questDiff > 50 then
			print(questDiff,"Quests Completed");
		elseif oldReportSetting and questDiff < -50 then
			print(questDiff,"Quests Unflagged");
		end
	end
	if math.abs(questDiff) > 50 then
		app.Settings:SetTooltipSetting("Report:CompletedQuests", false);
	end
	local completedKeys = {};
	-- allow individual prints
	for _,v in pairs(freshCompletes) do
		t[v] = true;
		completedKeys[v] = true;
	end
	-- check for 'unflagged' questIDs (this seems to basically not impact lag at all... i hope)
	for q,_ in pairs(t) do
		if not completedKeys[q] and q ~= "_TOTAL" then
			t[q] = nil;		-- delete the key
			t[q] = false;	-- trigger the metatable function
		end
	end
	if math.abs(questDiff) > 50 then
		app.Settings:SetTooltipSetting("Report:CompletedQuests", oldReportSetting);
	end
end
local function RefreshQuestCompletionState(questID)
	-- print("QuestRefresh",questID)
	if questID then
		CompletedQuests[questID] = true;
	else
		QueryCompletedQuests();
	end

	local completedQuestHelper = app.QuestCompletionHelper;
	for questID,completed in pairs(DirtyQuests) do
		completedQuestHelper(tonumber(questID));
	end
	-- soft update if any quests were even completed to ensure visible changes occur
	if DirtyQuests.DIRTY then
		app:UpdateWindows();
	end
	wipe(DirtyQuests);
	wipe(npcQuestsCache);
end
app.RefreshQuestInfo = function(questID)
	-- print("RefreshQuestInfo",questID)
	if questID then
		Callback(RefreshQuestCompletionState, questID);
	else
		AfterCombatOrDelayedCallback(RefreshQuestCompletionState, 1);
	end
end

-- Race Lib
(function()
local cache = app.CreateCache("raceID");
local C_CreatureInfo_GetRaceInfo = C_CreatureInfo.GetRaceInfo;
local C_AlliedRaces_GetRaceInfoByID = C_AlliedRaces.GetRaceInfoByID;
local function default_name(t)
	local info = C_CreatureInfo_GetRaceInfo(t.raceID);
	return info and info.raceName;
end
local function default_text(t)
	return app.TryColorizeName(t, t.name);
end
local function default_icon(t)
	local icon;
	-- Allied Races are different
	local arInfo = C_AlliedRaces_GetRaceInfoByID(t.raceID);
	if arInfo then
		local race = string.lower(arInfo.raceFileString);
		-- blizzard being inconsistent
		if race == "kultiran" then race = "kultiranhuman"; end
		icon = "Interface\\Icons\\achievement_alliedrace_"..race;
	else
		local info = C_CreatureInfo_GetRaceInfo(t.raceID);
		local race = string.lower(info.clientFileString);
		-- blizzard being inconsistent
		if race == "scourge" then race = "undead"; end
		if race == "goblin" then
			-- goblinhead?
			local gender = app.Gender == 2 and "" or "female";
			icon = "Interface\\Icons\\achievement_"..gender.."goblinhead";
		elseif race == "worgen" then
			-- misspelled worgen?
			icon = "Interface\\Icons\\achievement_worganhead";
		elseif race == "pandaren" then
			-- no pandaren male icon?
			icon = "Interface\\Icons\\achievement_character_pandaren_female";
		else
			local gender = app.Gender == 2 and "male" or "female";
			icon = "Interface\\Icons\\achievement_character_"..race.."_"..gender;
		end
	end
	return icon;
end
local raceFields = {
	["key"] = function(t)
		return "raceID";
	end,
	["text"] = function(t)
		return cache.GetCachedField(t, "text", default_text);
	end,
	["icon"] = function(t)
		return cache.GetCachedField(t, "icon", default_icon);
	end,
	["name"] = function(t)
		return cache.GetCachedField(t, "name", default_name);
	end,
};
app.BaseRace = app.BaseObjectFields(raceFields);
app.CreateRace = function(id, t)
	return setmetatable(constructor(id, t, "raceID"), app.BaseRace);
end
end)();

-- Recipe Lib
(function()
local fields = {
	["key"] = function(t)
		return "spellID";
	end,
	["filterID"] = function(t)
		return 200;
	end,
	["text"] = function(t)
		return t.link;
	end,
	["icon"] = function(t)
		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)))
			or 134939;	-- Inv_scroll_03
	end,
	["link"] = function(t)
		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));
	end,
	["collectible"] = function(t)
		return app.CollectibleRecipes;
	end,
	["collected"] = function(t)
		if app.CurrentCharacter.Spells[t.spellID] then return 1; end
		if app.AccountWideRecipes and ATTAccountWideData.Spells[t.spellID] then return 2; end
		if IsSpellKnown(t.spellID) then
			app.CurrentCharacter.Spells[t.spellID] = 1;
			ATTAccountWideData.Spells[t.spellID] = 1;
			return 1;
		end
	end,
	["name"] = function(t)
		return t.itemID and GetItemInfo(t.itemID);
	end,
	["specs"] = function(t)
		if t.itemID then
			return GetFixedItemSpecInfo(t.itemID);
		end
	end,
	["tsm"] = function(t)
		if t.itemID then
			return string.format("i:%d", t.itemID);
		end
	end,
	["skillID"] = function(t)
		return t.requireSkill;
	end,
	["b"] = function(t)
		-- If not tracking Recipes Account-Wide, then pretend that every Recipe is BoP
		return t.itemID and app.AccountWideRecipes and 2 or 1;
	end,
	-- Represents the ModID-included ItemID value for this Item group, will be equal to ItemID or 0 if no ModID is present
	["modItemID"] = function(t)
		rawset(t, "modItemID", GetGroupItemIDWithModID(t) or t.itemID);
		return rawget(t, "modItemID");
	end,
};
app.BaseRecipe = app.BaseObjectFields(fields);
app.CreateRecipe = function(id, t)
	return setmetatable(constructor(id, t, "spellID"), app.BaseRecipe);
end
end)();

-- Spell Lib
(function()
local SpellIDToSpellName = {};
app.GetSpellName = function(spellID)
	local spellName = rawget(SpellIDToSpellName, spellID);
	if spellName then return spellName; end
	spellName = GetSpellInfo(spellID);
	if spellName and spellName ~= "" then
		rawset(SpellIDToSpellName, spellID, spellName);
		rawset(app.SpellNameToSpellID, spellName, spellID);
		return spellName;
	end
end
app.SpellNameToSpellID = setmetatable({}, {
	__index = function(t, key)
		local cache = fieldCache["spellID"];
		for spellID,g in pairs(cache) do
			app.GetSpellName(spellID);
		end
		for _,spellID in pairs(app.SkillIDToSpellID) do
			app.GetSpellName(spellID);
		end
		for specID,spellID in pairs(app.SpecializationSpellIDs) do
			app.GetSpellName(spellID);
		end
		local numSpellTabs, offset, lastSpellName, currentSpellRank = GetNumSpellTabs(), select(4, GetSpellTabInfo(1)), "", 1;
		for spellTabIndex=2,numSpellTabs do
			local numSpells = select(4, GetSpellTabInfo(spellTabIndex));
			for spellIndex=1,numSpells do
				local spellName, _, _, _, _, _, spellID = GetSpellInfo(offset + spellIndex, BOOKTYPE_SPELL);
				if spellName then
					if lastSpellName == spellName then
						currentSpellRank = currentSpellRank + 1;
					else
						lastSpellName = spellName;
						currentSpellRank = 1;
					end
					app.GetSpellName(spellID, currentSpellRank);
					rawset(app.SpellNameToSpellID, spellName, spellID);
				-- else
				-- 	print("GetSpellInfo:Failed",offset + spellIndex);
				end
			end
			offset = offset + numSpells;
		end
		return rawget(t, key);
	end
});
local fields = {
	["key"] = function(t)
		return "spellID";
	end,
	["text"] = function(t)
		return t.link;
	end,
	["icon"] = function(t)
		return select(3, GetSpellInfo(t.spellID))
			or 136243;	-- Trade_engineering
	end,
	["link"] = function(t)
		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));
	end,
	["trackable"] = app.ReturnTrue,
	["saved"] = function(t)
		if app.CurrentCharacter.Spells[t.spellID] then return true; end
		if IsSpellKnown(t.spellID) then
			app.CurrentCharacter.Spells[t.spellID] = 1;
			ATTAccountWideData.Spells[t.spellID] = 1;
			return true;
		end
	end,
	["collectible"] = app.ReturnFalse,
	["collected"] = function(t)
		if app.CurrentCharacter.Spells[t.spellID] then return 1; end
		if app.AccountWideRecipes and ATTAccountWideData.Spells[t.spellID] then return 2; end
		if IsSpellKnown(t.spellID) then
			app.CurrentCharacter.Spells[t.spellID] = 1;
			ATTAccountWideData.Spells[t.spellID] = 1;
			return 1;
		end
	end,
	["name"] = function(t)
		return t.itemID and GetItemInfo(t.itemID);
	end,
	["specs"] = function(t)
		if t.itemID then
			return GetFixedItemSpecInfo(t.itemID);
		end
	end,
	["tsm"] = function(t)
		if t.itemID then
			return string.format("i:%d", t.itemID);
		end
	end,
	["skillID"] = function(t)
		return t.requireSkill;
	end,
};
app.BaseSpell = app.BaseObjectFields(fields, "BaseSpell");
app.CreateSpell = function(id, t)
	return setmetatable(constructor(id, t, "spellID"), app.BaseSpell);
end
end)();

-- Tier Lib
(function()
local tiers = {
	{	-- Classic
		["icon"] = app.asset("Expansion_CLASSIC"),
		["lore"] = L["CLASSIC_TIER_DESC"],
	},
	{	-- Burning Crusade
		["icon"] = app.asset("Expansion_TBC"),
		["lore"] = L["TBC_TIER_DESC"],
		["lvl"] = 10,
	},
	{	-- Wrath of the Lich King
		["icon"] = app.asset("Expansion_WOTLK"),
		["lore"] = L["WOTLK_TIER_DESC"],
		["lvl"] = 10,
	},
	{	-- Cataclysm
		["icon"] = app.asset("Expansion_CATA"),
		["lore"] = L["CATA_TIER_DESC"],
		["lvl"] = 10,
	},
	{	-- Mists of Pandaria
		["icon"] = app.asset("Expansion_MOP"),
		["lore"] = L["MOP_TIER_DESC"],
		["lvl"] = 10,
	},
	{	-- Warlords of Draenor
		["icon"] = app.asset("Expansion_WOD"),
		["lore"] = L["WOD_TIER_DESC"],
		["lvl"] = 10,
	},
	{	-- Legion
		["icon"] = app.asset("Expansion_LEGION"),
		["lore"] = L["LEGION_TIER_DESC"],
		["lvl"] = 10,
	},
	{	-- Battle for Azeroth
		["icon"] = app.asset("Expansion_BFA"),
		["lore"] = L["BFA_TIER_DESC"],
		["lvl"] = 10,
	},
	{	-- Shadowlands
		["icon"] = app.asset("Expansion_SL"),
		["lore"] = L["SL_TIER_DESC"],
		["lvl"] = 50,
	},
};
local function GetTierInfo(tierID, key)
	if rawget(tiers, tierID) then
		return rawget(rawget(tiers, tierID), key);
	end
end
local fields = {
	["key"] = function(t)
		return "tierID";
	end,
	["text"] = function(t)
		return EJ_GetTierInfo(t.tierID);
	end,
	-- Keyed values from 'tiers' data
	["icon"] = function(t)
		return GetTierInfo(t.tierID, "icon");
	end,
	["lore"] = function(t)
		return GetTierInfo(t.tierID, "lore");
	end,
	["lvl"] = function(t)
		return GetTierInfo(t.tierID, "lvl");
	end,
};

app.BaseTier = app.BaseObjectFields(fields);
app.CreateTier = function(id, t)
	return setmetatable(constructor(id, t, "tierID"), app.BaseTier);
end
end)();

-- Title Lib
(function()
local function StylizePlayerTitle(title, style, me)
	if style == 0 then
		-- Prefix
		return title .. me;
	elseif style == 1 then
		-- Player Name First
		return me .. title;
	elseif style == 2 then
		-- Player Name First (with space)
		return me .. " " .. title;
	elseif style == 3 then
		-- Comma Separated
		return me .. ", " .. title;
	end
end
local fields = {
	["key"] = function(t)
		return "titleID";
	end,
	["filterID"] = function(t)
		return 110;
	end,
	["icon"] = function(t)
		return app.asset("Category_Titles");
	end,
	["description"] = function(t)
		return L["TITLES_DESC"];
	end,
	["text"] = function(t)
		local name = t.playerTitle;
		if name then
			name = "|cff00ccff" .. name .. "|r";
			rawset(t, "text", name);
			return name;
		end
	end,
	["title"] = function(t)
		if t.titleIDs and app.MODE_DEBUG_OR_ACCOUNT then
			if rawget(t, "_title") then return rawget(t, "_title") end
			local ids = t.titleIDs;
			local m, f = ids[1], ids[2];
			local acctTitles = ATTAccountWideData.Titles;
			local player = "("..CALENDAR_PLAYER_NAME..")";
			local mt = StylizePlayerTitle(GetTitleName(m),t.style,player);
			local ft = StylizePlayerTitle(GetTitleName(f),t.style,player);
			local complete, missing = GetProgressColor(1), GetProgressColor(0);
			local acctTitleInfo = "|c"..
				(acctTitles[m] and complete or missing)..mt.."|r // |c"..
				(acctTitles[f] and complete or missing)..ft.."|r";
			rawset(t, "_title", acctTitleInfo);
			return rawget(t, "_title");
		end
	end,
	["playerTitle"] = function(t)
		local name = t.name;
		if name then
			return StylizePlayerTitle(name, t.style, UnitName("player"));
		end
	end,
	["style"] = function(t)
		local name = t.name;
		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
					rawset(t, "style", 3);
					return 3;
				end

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

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

				-- Comma Separated
				rawset(t, "style", 3);
				return 3;
			end
		end

		rawset(t, "style", 1);
		return 1;	-- Player Name First
	end,
	["name"] = function(t)
		-- return the gender-proper name for the title
		local name;
		if t.titleIDs then
			name = GetTitleName(app.Gender == 2 and t.titleIDs[1] or t.titleIDs[2]);
		else
			name = GetTitleName(t.titleID);
		end
		if name then rawset(t, "name", name); end
		return name;
	end,
	["collectible"] = function(t)
		return app.CollectibleTitles;
	end,
	["trackable"] = app.ReturnTrue,
	["collected"] = function(t)
		if t.saved then return 1; end
		if app.AccountWideTitles and ATTAccountWideData.Titles[t.titleID] then return 2; end
	end,
	["saved"] = function(t)
		local id, charTitles, acctTitles = t.titleID, app.CurrentCharacter.Titles, ATTAccountWideData.Titles;
		if t.titleIDs then
			local ids = t.titleIDs;
			local m, f = ids[1], ids[2];
			-- combo-id is already saved and m/f cached for the current character
			if acctTitles[id] and (charTitles[m] or charTitles[f]) then
				return true;
			-- otherwise verify both titles for players with one already saved
			elseif IsTitleKnown(m) then
				charTitles[m] = 1;
				acctTitles[m] = app.GUID;
				-- the shared arbitrary ID can be used for account-wide checks
				acctTitles[id] = 1;
				return true;
			elseif IsTitleKnown(f) then
				charTitles[f] = 1;
				acctTitles[f] = app.GUID;
				-- the shared arbitrary ID can be used for account-wide checks
				acctTitles[id] = 1;
				return true;
			end
		else
			if charTitles[id] then return true; end
			if IsTitleKnown(id) then
				charTitles[id] = 1;
				acctTitles[id] = app.GUID;
				return true;
			end
		end
	end,
	-- use cost to track opposite gendered title in account/debug
	["customTotal"] = function(t)
		if app.CollectibleTitles and t.titleIDs and app.MODE_DEBUG_OR_ACCOUNT then
			-- print("title.total",t.titleID)
			return 1;
		end
	end,
	["customProgress"] = function(t)
		if app.CollectibleTitles and t.titleIDs and app.MODE_DEBUG_OR_ACCOUNT then
			-- print("title.progress",t.titleID)
			local acctTitles, charTitles = ATTAccountWideData.Titles, app.CurrentCharacter.Titles;
			local ids = t.titleIDs;
			local m, f = ids[1], ids[2];
			local am, af = acctTitles[m], acctTitles[f];
			-- both titles account-collected
			if am and af then
				return 1;
			-- neither title collected
			elseif not am and not af then
				return 0;
			-- only the available title is collected
			elseif charTitles[m] or charTitles[f] then
				return 0;
			end
			-- otherwise, unavailable title is collected
			return 1;
		end
	end,
};
app.BaseTitle = app.BaseObjectFields(fields);
app.CreateTitle = function(id, t)
	return setmetatable(constructor(id, t, "titleID"), app.BaseTitle);
end
end)();

-- Filtering
-- Meaning "Don't display." - Returns false
app.Filter = app.ReturnFalse;
-- Meaning "Display as expected" - Returns true
app.NoFilter = app.ReturnTrue;
-- Whether the group has a binding designation, which means it basically cannot be moved to another Character
function app.IsBoP(group)
	-- 1 = BoP, 4 = Quest Item... probably don't need that?
	return group.b == 1;-- or group.b == 4;
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
-- returns whether this is a Character-transferable Thing/Item
function app.FilterItemBind(item)
	return item.itemID and not app.IsBoP(item);
end
-- Represents filters which should be applied during Updates to groups
function app.FilterItemClass(item)
	-- check Account trait filters
	if app.UnobtainableItemFilter(item)
		and app.SeasonalItemFilter(item)
		and app.PvPFilter(item)
		and app.PetBattleFilter(item)
		and app.RequireFactionFilter(item) then
		-- BoE can skip Character trait filters
		if app.ItemBindFilter(item) then return true; end
		-- check Character trait filters
		return app.ItemTypeFilter(item)
			and app.RequireBindingFilter(item)
			and app.RequiredSkillFilter(item)
			and app.ClassRequirementFilter(item)
			and app.RaceRequirementFilter(item)
			and app.RequireCustomCollectFilter(item);
	end
end
-- Represents filters which should be applied during Updates to groups, but skips the BoE filter
function app.FilterItemClass_IgnoreBoEFilter(item)
	-- check Account trait filters
	if app.UnobtainableItemFilter(item)
		and app.SeasonalItemFilter(item)
		and app.PvPFilter(item)
		and app.PetBattleFilter(item)
		and app.RequireFactionFilter(item) then
		-- check Character trait filters
		return app.ItemTypeFilter(item)
			and app.RequireBindingFilter(item)
			and app.RequiredSkillFilter(item)
			and app.ClassRequirementFilter(item)
			and app.RaceRequirementFilter(item)
			and app.RequireCustomCollectFilter(item);
	end
end
function app.FilterItemClass_RequireClasses(item)
	return not item.nmc;
end
function app.FilterItemClass_RequireItemFilter(item)
	if item.f then
		return app.Settings:GetFilter(item.f);	-- Filter applied via Settings (character-equippable or manually set)
	else
		return true;
	end
end
function app.FilterItemClass_RequireRaces(item)
	return not item.nmr;
end
function app.FilterItemClass_RequireRacesCurrentFaction(item)
	if item.nmr then
		if item.r then
			if item.r == app.FactionID then
				return true;
			else
				return false;
			end
		end
		if item.races then
			if app.FactionID == Enum.FlightPathFaction.Horde then
				return containsAny(item.races, HORDE_ONLY);
			else
				return containsAny(item.races, ALLIANCE_ONLY);
			end
		else
			return false;
		end
	else
		return true;
	end
end
function app.FilterItemClass_SeasonalItem(item)
	-- specifically match on false for being disabled as a filter
	if item.u and app.Settings:GetValue("Seasonal", item.u) == false then
		return false;
	end
	return true;
end
function app.FilterItemClass_UnobtainableItem(item)
	-- specifically match on false for being disabled as a filter
	if item.u and app.Settings:GetValue("Unobtainable", item.u) == false then
		return false;
	end
	return true;
end
function app.FilterItemClass_RequireBinding(item)
	return not item.itemID or app.IsBoP(item);
end
function app.FilterItemClass_PvP(item)
	if item.pvp then
		return false;
	else
		return true;
	end
end
function app.FilterItemClass_PetBattles(item)
	if item.pb then
		return false;
	else
		return true;
	end
end
function app.FilterItemClass_RequiredSkill(item)
	local requireSkill = item.requireSkill;
	if requireSkill and (not item.professionID or not GetRelativeValue(item, "DontEnforceSkillRequirements") or app.IsBoP(item)) then
		return app.GetTradeSkillCache()[requireSkill];
	else
		return true;
	end
end
function app.FilterItemClass_RequireFaction(item)
	if item.minReputation and app.IsFactionExclusive(item.minReputation[1]) then
		if item.minReputation[2] > (select(6, GetFactionInfoByID(item.minReputation[1])) or 0) then
			--print("Filtering Out", item.key, item[item.key], item.text, item.minReputation[1], app.CreateFaction(item.minReputation[1]).text);
			return false;
		else
			return true;
		end
	else
		return true;
	end
end
function app.FilterItemClass_CustomCollect(item)
	if item.customCollect then
		for _,c in ipairs(item.customCollect) do
			if not app.CurrentCharacter.CustomCollects[c] then
				return false;
			end
		end
	end
	return true;
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 collected the provided source
		local item = SearchForSourceIDQuickly(sourceInfo.sourceID);
		if item then
			local knownItem, knownSource, valid;
			for _,sourceID in ipairs(allSources or C_TransmogCollection_GetAllAppearanceSources(sourceInfo.visualID)) do
				-- only compare against other Sources of the VisualID which the Account knows
				if sourceID ~= sourceInfo.sourceID and rawget(ATTAccountWideData.Sources, sourceID) == 1 then
					knownItem = SearchForSourceIDQuickly(sourceID);
					if knownItem then
						-- filter matches or one item is Cosmetic
						if item.f == knownItem.f or item.f == 2 or knownItem.f == 2 then
							valid = true;
							-- verify all possible restrictions that the known source may have against restrictions on the source in question
							-- if known source has no equivalent restrictions, then restrictions on the source are irrelevant
							-- Races
							if knownItem.races then
								if item.races then
									-- the known source has a race restriction that is not shared by the source in question
									if not containsAny(item.races, knownItem.races) then valid = nil; end
								else
									valid = nil;
								end
							end
							-- Classes
							if valid and knownItem.c then
								if item.c then
									-- the known source has a class restriction that is not shared by the source in question
									if not containsAny(item.c, knownItem.c) then valid = nil; end
								else
									valid = nil;
								end
							end
							-- Faction
							if valid and knownItem.r then
								if item.r then
									-- the known source has a faction restriction that is not shared by the source or source races in question
									if knownItem.r ~= item.r or (item.races and not containsAny(app.FACTION_RACES[knownItem.r], item.races)) then valid = nil; end
								else
									valid = nil;
								end
							end

							-- found a known item which meets all the criteria to grant credit for the source in question
							if valid then
								knownSource = C_TransmogCollection_GetSourceInfo(sourceID);
								-- both sources are the same category (Equip-Type)
								if knownSource.categoryID == sourceInfo.categoryID
									-- and same Inventory Type
									and (knownSource.invType == sourceInfo.invType
										or sourceInfo.categoryID == 4 --[[CHEST: Robe vs Armor]]
										or app.SlotByInventoryType[knownSource.invType] == app.SlotByInventoryType[sourceInfo.invType])
								then
									return true;
								-- else print("sources share visual and filters but different equips",item.s,sourceID)
								end
							end
						end
					else
						-- OH NOES! It doesn't exist!
						knownSource = C_TransmogCollection_GetSourceInfo(sourceID);
						-- both sources are the same category (Equip-Type)
						if knownSource.categoryID == sourceInfo.categoryID
							-- and same Inventory Type
							and (knownSource.invType == sourceInfo.invType
								or sourceInfo.categoryID == 4 --[[CHEST: Robe vs Armor]]
								or app.SlotByInventoryType[knownSource.invType] == app.SlotByInventoryType[sourceInfo.invType])
						then
							-- print("OH NOES! MISSING SOURCE ID ", sourceID, " FOUND THAT YOU HAVE COLLECTED, BUT ATT DOESNT HAVE!!!!");
							return true;
						-- else print(knownSource.sourceID, sourceInfo.sourceID, "share appearances, but one is ", sourceInfo.invType, "and the other is", knownSource.invType, sourceInfo.categoryID);
						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
-- Given a known SourceID, will mark all Shared Visual SourceID's which meet the filter criteria of the known SourceID as 'collected'
function app.MarkUniqueCollectedSourcesBySource(knownSourceID, currentCharacterOnly)
	-- Find this source in ATT
	local knownItem = SearchForSourceIDQuickly(knownSourceID);
	if knownItem then
		local knownSource = C_TransmogCollection_GetSourceInfo(knownSourceID);
		local acctSources = ATTAccountWideData.Sources;
		local checkItem, checkSource, valid;
		local knownRaces, knownClasses, knownFaction = knownItem.races, knownItem.c, knownItem.r;
		-- this source unlocks a visual that the current character may tmog, so all shared visuals should be considered 'collected' regardless of restriction
		local currentCharacterUsable = currentCharacterOnly and not knownItem.nmc and not knownItem.nmr;
		-- For each shared Visual SourceID
		for _,sourceID in ipairs(C_TransmogCollection_GetAllAppearanceSources(knownSource.visualID)) do
			-- If it is not currently marked collected on the account
			if not rawget(acctSources, sourceID) then
				-- for current character only, all we care is that the knownItem is not exclusive to another
				-- race/class to consider all shared appearances as 'collected' for the current character
				if currentCharacterUsable then
					rawset(acctSources, sourceID, 2);
				else
					-- Find the check Source in ATT
					checkItem = SearchForSourceIDQuickly(sourceID);
					if checkItem then
						-- filter matches or one item is Cosmetic
						if checkItem.f == knownItem.f or checkItem.f == 2 or knownItem.f == 2 then
							valid = true;
							-- verify all possible restrictions that the known source may have against restrictions on the source in question
							-- if known source has no equivalent restrictions, then restrictions on the source are irrelevant
							-- Races
							if knownRaces then
								if checkItem.races then
									-- the known source has a race restriction that is not shared by the source in question
									if not containsAny(checkItem.races, knownRaces) then valid = nil; end
								else
									valid = nil;
								end
							end
							-- Classes
							if valid and knownClasses then
								if checkItem.c then
									-- the known source has a class restriction that is not shared by the source in question
									if not containsAny(checkItem.c, knownClasses) then valid = nil; end
								else
									valid = nil;
								end
							end
							-- Faction
							if valid and knownFaction then
								if checkItem.r then
									-- the known source has a faction restriction that is not shared by the source or source races in question
									if knownFaction ~= checkItem.r or (checkItem.races and not containsAny(app.FACTION_RACES[knownFaction], checkItem.races)) then valid = nil; end
								else
									valid = nil;
								end
							end

							-- found a known item which meets all the criteria to grant credit for the source in question
							if valid then
								checkSource = C_TransmogCollection_GetSourceInfo(sourceID);
								-- both sources are the same category (Equip-Type)
								if knownSource.categoryID == checkSource.categoryID
									-- and same Inventory Type
									and (knownSource.invType == checkSource.invType
										or checkSource.categoryID == 4 --[[CHEST: Robe vs Armor]]
										or app.SlotByInventoryType[knownSource.invType] == app.SlotByInventoryType[checkSource.invType])
								then
									rawset(acctSources, sourceID, 2);
								-- else print("sources share visual and filters but different equips",item.s,sourceID)
								end
							end
						end
					else
						-- OH NOES! It doesn't exist!
						checkSource = C_TransmogCollection_GetSourceInfo(sourceID);
						-- both sources are the same category (Equip-Type)
						if checkSource.categoryID == knownSource.categoryID
							-- and same Inventory Type
							and (checkSource.invType == knownSource.invType
								or knownSource.categoryID == 4 --[[CHEST: Robe vs Armor]]
								or app.SlotByInventoryType[checkSource.invType] == app.SlotByInventoryType[knownSource.invType])
						then
							-- print("OH NOES! MISSING SOURCE ID ", sourceID, " FOUND THAT YOU HAVE COLLECTED, BUT ATT DOESNT HAVE!!!!");
							rawset(acctSources, sourceID, 2);
						-- else print(knownSource.sourceID, sourceInfo.sourceID, "share appearances, but one is ", sourceInfo.invType, "and the other is", knownSource.invType, sourceInfo.categoryID);
						end
					end
				end
			end
		end
	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.PvPFilter = app.NoFilter;
app.PetBattleFilter = app.NoFilter;
app.SeasonalItemFilter = app.NoFilter;
app.RequireFactionFilter = app.FilterItemClass_RequireFaction;
app.RequireCustomCollectFilter = app.FilterItemClass_CustomCollect;
app.UnobtainableItemFilter = app.NoFilter;
app.RequiredSkillFilter = app.NoFilter;
app.ShowTrackableThings = app.Filter;
app.DefaultFilter = app.Filter;

-- Recursive Checks
app.VerifyCache = function()
	if not fieldCache then return false; end
	app.print("VerifyCache Starting...");
	for i,keyCache in pairs(fieldCache) do
		print("Cache",i);
		for k,valueCache in pairs(keyCache) do
			-- print("valueCache",k);
			for o,group in pairs(valueCache) do
				-- print("group",o);
				if not app.VerifyRecursion(group) then
					print("Caused infinite .parent recursion",group.key,group[group.key]);
				end
			end
		end
	end
	app.print("VerifyCache Completed");
end
-- Verify no infinite parent recursion exists for a given group
app.VerifyRecursion = function(group, checked)
	if type(group) ~= "table" then return; end
	if not checked then
		checked = { };
		-- print("test",group.key,group[group.key]);
	end
	for k,o in pairs(checked) do
		if o.key ~= nil and o.key == group.key and o[o.key] == group[group.key] then
			-- print("Infinite .parent Recursion Found:");
			-- print the parent chain to the loop point
			-- for a,b in pairs(checked) do
				-- print(b.key,b[b.key],b,"=>");
			-- end
			-- print(group.key,group[group.key],group);
			-- print("---");
			return;
		end
	end
	if group.parent then
		tinsert(checked, group);
		return app.VerifyRecursion(group.parent, checked);
	end
	return true;
end
-- Recursively check outwards to find if any parent group restricts the filter for this character
app.RecursiveGroupRequirementsFilter = function(group)
	-- if not app.VerifyRecursion(group) then return; end
	if app.GroupRequirementsFilter(group) and app.GroupFilter(group) then
		if group.sourceParent or group.parent then
			return app.RecursiveGroupRequirementsFilter(group.sourceParent or group.parent)
		end
		return true;
	-- elseif app.DEBUG_PRINT then
	-- 	print("FILTERED FROM", app.DEBUG_PRINT)
	-- 	app.PrintTable(group);
	-- 	print("--");
	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.sourceParent or group.parent then
				return app.RecursiveFirstParentWithField(group.sourceParent or 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
local function SetGroupVisibility(parent, group)
	-- if app.DEBUG_PRINT then print("SetGroupVisibility",group.key,group[group.key]) end
	-- If this group is forced to be shown due to contained groups being shown without being collectible
	if group.forceShow then
		group.visible = true;
		group.forceShow = nil;
		-- Continue the forceShow visibility outward
		parent.forceShow = true;
		-- if app.DEBUG_PRINT then print("SetGroupVisibility.forceShow",group.progress,group.total,group.visible) end
	-- If this group contains Things, show based on visibility filter
	elseif group.total > 0 and app.GroupVisibilityFilter(group) then
		group.visible = true;
		-- if app.DEBUG_PRINT then print("SetGroupVisibility.total",group.progress,group.total,group.visible) end
	-- If this group is trackable, then we should show it.
	elseif app.ShowTrackableThings(group) then
		group.visible = not group.saved or app.GroupVisibilityFilter(group);
		parent.forceShow = group.visible or parent.forceShow;
		-- if app.DEBUG_PRINT then print("SetGroupVisibility.trackable",group.progress,group.total,group.visible) end
	else
		group.visible = app.DefaultFilter();
		-- if app.DEBUG_PRINT then print("SetGroupVisibility.default",group.progress,group.total,group.visible) end
	end
end
local function SetThingVisibility(parent, group)
	-- if app.DEBUG_PRINT then print("SetThingVisibility",group.key,group[group.key]) end
	if group.total > 0 then
		-- If we've collected the item, use the "Show Collected Items" filter.
		if group.total == group.progress then
			if app.CollectedItemVisibilityFilter(group) then
				group.visible = true;
			end
		else
			group.visible = true;
		end
		-- if app.DEBUG_PRINT then print("SetThingVisibility.total",group.progress,group.total,group.visible) end
	elseif app.ShowTrackableThings(group) then
		-- If this group is trackable, then we should show it.
		group.visible = not group.saved or app.CollectedItemVisibilityFilter(group);
		parent.forceShow = group.visible or parent.forceShow;
		-- if app.DEBUG_PRINT then print("SetThingVisibility.trackable",group.progress,group.total,group.visible) end
	else
		group.visible = app.DefaultFilter();
		-- if app.DEBUG_PRINT then print("SetThingVisibility.default",group.progress,group.total,group.visible) end
	end
end
local UpdateGroup, UpdateGroups;
UpdateGroup = function(parent, group, window)
	-- if group.key == "runeforgePowerID" and group[group.key] == 134 then app.DEBUG_PRINT = 134; end
	-- if not app.DEBUG_PRINT and shouldLog then
	-- 	app.DEBUG_PRINT = shouldLog;
	-- end

	-- -- Only update a group ONCE per update cycle...
	-- if not group._Updated or group._Updated ~= app._Updated then
	-- 	if LOG then print("First Update") end
	-- 	group._Updated = app._Updated;
	-- else
	-- 	-- group has already updated on this pass
	-- 	if LOG then print("Skip Update") end
	-- 	-- print("Skip Update",app._Updated,group.key,group.key and group[group.key],"t/p/v",group.total,group.progress,group.visible)
	-- 	-- Increment the parent group's totals.
	-- 	parent.total = (parent.total or 0) + (group.total or 0);
	-- 	parent.progress = (parent.progress or 0) + (group.progress or 0);
	-- 	return group.visible;
	-- end

	group.visible = nil;
	-- if app.DEBUG_PRINT then print("UpdateGroup",group.key,group.key and group[group.key],group.__type) end
	-- Determine if this user can enter the instance or acquire the item and item is equippable/usable
	local valid;
	-- A group with a source parent means it has a different 'real' heirarchy than in the current window
	-- so need to verify filtering based on that instead of only itself
	if group.sourceParent then
		valid = app.RecursiveGroupRequirementsFilter(group);
	else
		valid = app.GroupRequirementsFilter(group) and app.GroupFilter(group);
	end

	if valid then
		-- if app.DEBUG_PRINT then print("UpdateGroup.GroupRequirementsFilter",group.key,group.key and group[group.key],group.__type) end
		-- if app.DEBUG_PRINT then print("UpdateGroup.GroupFilter",group.key,group.key and group[group.key],group.__type) end
		-- Set total/progress for this object using its cost information if any
		group.total = (group.costTotal or 0) + (group.customTotal or 0);
		group.progress = group.total > 0 and ((group.costProgress or 0) + (group.customProgress or 0)) or 0;

		-- if app.DEBUG_PRINT then print("UpdateGroup.Initial",group.key,group.key and group[group.key],group.progress,group.total,group.__type) end

		-- 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.progress + (group.collected and 1 or 0);
			group.total = group.total + 1;
			-- if app.DEBUG_PRINT then print("UpdateGroup.Collectible",group.progress,group.total,group.__type) end
		end

		-- Check if this is a group
		if group.g then
			-- if app.DEBUG_PRINT then print("UpdateGroup.g",group.progress,group.total,group.__type) end

			-- skip Character filtering for sub-groups if this Item meets the Ignore BoE filter logic, since it can be moved to the designated character
			if app.ItemBindFilter ~= app.NoFilter and app.ItemBindFilter(group) then
				local oldItemBindFilter = app.ItemBindFilter;
				app.ItemBindFilter = app.NoFilter;
				-- Update the subgroups recursively...
				UpdateGroups(group, group.g, window);
				-- reapply the previous BoE filter
				app.ItemBindFilter = oldItemBindFilter;
			else
				-- Update the subgroups recursively...
				UpdateGroups(group, group.g, window);
			end

			-- if app.DEBUG_PRINT then print("UpdateGroup.g.Updated",group.progress,group.total,group.__type) end
			SetGroupVisibility(parent, group);
		else
			SetThingVisibility(parent, group);
		end

		-- Increment the parent group's totals
		parent.total = (parent.total or 0) + group.total;
		parent.progress = (parent.progress or 0) + group.progress;
	end

	-- if app.DEBUG_PRINT then print("UpdateGroup.Done",group.progress,group.total,group.visible,group.__type) end
	-- if app.DEBUG_PRINT == 134 then app.DEBUG_PRINT = nil; end
end
UpdateGroups = function(parent, g, window)
	if g then
		for key, group in ipairs(g) do
			if group.OnUpdate then
				if not group:OnUpdate() then
					UpdateGroup(parent, group, window);
				elseif group.visible then
					group.total = nil;
					group.progress = nil;
					UpdateGroups(group, group.g, window);
				end
				-- some objects are able to populate themselves via OnUpdate and track if needing to do another update via 'doUpdate'
				-- print("update-doUpdate",group.hash)
				if window and group.doUpdate then window.doUpdate = true; end
			else
				UpdateGroup(parent, group, window);
			end
		end
	end
end
local function UpdateParentProgress(group, change)
	change = change or 1;
	group.progress = group.progress + change;
	-- print("new progress",group.progress,group.total,group.text)

	-- Continue on to this object's parent
	if group.parent and group.visible then
		-- print("visible",group.text)
		-- If this is a collected collectible, update the parent.
		UpdateParentProgress(group.parent, change);
		-- Set visibility for this group as well
		SetGroupVisibility(group.parent, group);
		-- print("visible?",group.visible,group.text)
	end
end
app.UpdateGroup = UpdateGroup;
app.UpdateGroups = UpdateGroups;
app.UpdateParentProgress = UpdateParentProgress;
app.SetThingVisibility = SetThingVisibility;
app.SetGroupVisibility = SetGroupVisibility;
-- For directly applying the full Update operation for the top-level data group within a window
local function TopLevelUpdateGroup(group, window)
	group.total = 0;
	group.progress = 0;
	if app.ItemBindFilter ~= app.NoFilter and app.ItemBindFilter(group) then
		local oldItemBindFilter = app.ItemBindFilter;
		app.ItemBindFilter = app.NoFilter;
		UpdateGroups(group, group.g, window);
		-- reapply the previous BoE filter
		app.ItemBindFilter = oldItemBindFilter;
	else
		UpdateGroups(group, group.g, window);
	end
	if group.collectible then
		group.total = group.total + 1;
		if group.collected then
			group.progress = group.progress + 1;
		end
	end
	if group.OnUpdate then group.OnUpdate(group); end
end
app.TopLevelUpdateGroup = TopLevelUpdateGroup;

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

		-- Update the groups for the sourceID results
		UpdateSearchResults(searchResults);
	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've "unlocked" any of them.
		local unlockedSourceIDs, allSources = { sourceID }, C_TransmogCollection_GetAllAppearanceSources(sourceInfo.visualID);
		for _,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 ATTAccountWideData.Sources[otherSourceID] then
				local otherSourceInfo = C_TransmogCollection_GetSourceInfo(otherSourceID);
				if otherSourceInfo and filter(otherSourceInfo, allSources) then
					ATTAccountWideData.Sources[otherSourceID] = otherSourceInfo.isCollected and 1 or 2;
					tinsert(unlockedSourceIDs, otherSourceID);
				end
			end
		end

		-- Show the collection message.
		if app.IsReady and app.Settings:GetTooltipSetting("Report:Collected") then
			-- Search for the item that actually was unlocked.
			local searchResults = SearchForField("s", sourceID);
			if searchResults and #searchResults > 0 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));
			else
				-- 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

		-- Update the groups for the sourceIDs
		UpdateRawIDs("s", unlockedSourceIDs);
	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 then
		-- Show the collection message.
		if app.Settings:GetTooltipSetting("Report:Collected") then
			local firstMatch = searchResults[1];
			print(format(L["ITEM_ID_REMOVED"], 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.IsReady and 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.
	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 ATTAccountWideData.Sources[otherSourceID] then
				local otherSourceInfo = C_TransmogCollection_GetSourceInfo(otherSourceID);
				if otherSourceInfo and filter(otherSourceInfo, allSources) then
					ATTAccountWideData.Sources[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_REMOVED_SHARED" or "ITEM_ID_REMOVED"],
					firstMatch.text or ("|cffff80ff|Htransmogappearance:" .. sourceID .. "|h[Source " .. sourceID .. "]|h|r"), firstMatch.itemID, #unlockedSourceIDs));
			end
		else
			-- Show the collection message.
			if app.IsReady and 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) .. L["YOU_DID_IT"];
	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 or nextPercent == 100 then
			return "|c" .. GetProgressColor(1) .. (total - progress) .. L["THINGS_UNTIL"] .. "100%|r";
		elseif diff == 1 then
			return "|c" .. GetProgressColor(roundedPercent) .. diff .. L["THING_UNTIL"] .. nextPercent .. "%|r";
		else
			return "|c" .. GetProgressColor(roundedPercent) .. diff .. L["THINGS_UNTIL"] .. nextPercent .. "%|r";
		end
	end
end
-- A set of quests which indicate a needed refresh to the Custom Collect status of the character
app.CustomCollectQuests = {
	[56775] = 1,	-- New Player Experience Starting Quest
	[59926] = 1,	-- New Player Experience Starting Quest
	[58911] = 1,	-- New Player Experience Ending Quest
	[60359] = 1,	-- New Player Experience Ending Quest
	[62713] = 1,	-- Shadowlands - SL_SKIP (Threads of Fate)
	[65076] = 1,	-- Shadowlands - Covenant - Kyrian
	[65077] = 1,	-- Shadowlands - Covenant - Venthyr
	[65078] = 1,	-- Shadowlands - Covenant - Night Fae
	[65079] = 1,	-- Shadowlands - Covenant - Necrolord
};
function app.QuestCompletionHelper(questID)
	if questID then
		-- Only increase progress for Quests as Collectible users.
		if app.CollectibleQuests then
			-- Search ATT for the related quests.
			local searchResults = SearchForField("questID", questID);
			UpdateSearchResults(searchResults, true);
		end
		-- Certain quests being completed should trigger a refresh of the Custom Collect status of the character (i.e. Covenant Switches, Threads of Fate, etc.)
		if app.CustomCollectQuests[questID] then
			Callback(app.RefreshCustomCollectibility);
		end
	end
end
-- receives a key and a function which returns the value to be set for
-- that key based on the current value and current character
app.SetCustomCollectibility = function(key, func)
	-- print("SetCustomCollectibility",key);
	local result = func();
	if result ~= nil then
		-- print("saved",result);
		app.CurrentCharacter.CustomCollects[key] = result;
	else
		-- failed attempt to set the CC, try next frame
		-- print("Failed")
		Callback(app.SetCustomCollectibility, key, func);
	end
end
-- determines whether an object may be considered collectible for the current character based on the 'customCollect' value(s)
app.CheckCustomCollects = function(t)
	-- no customCollect, or Account/Debug mode then disregard
	if app.MODE_DEBUG_OR_ACCOUNT or not t.customCollect then return true; end
	for _,c in ipairs(t.customCollect) do
		if not app.CurrentCharacter.CustomCollects[c] then
			return false;
		end
	end
	return true;
end
-- Performs the necessary checks to determine any 'customCollect' settings the current character should have applied
app.RefreshCustomCollectibility = function()
	-- print("RefreshCustomCollectibility",app.IsReady)
	if not app.IsReady then
		Callback(app.RefreshCustomCollectibility);
		return;
	end

	-- clear existing custom collects
	wipe(app.CurrentCharacter.CustomCollects);

	-- do one-time per character custom visibility check(s)
	-- Exile's Reach (New Player Experience)
	app.SetCustomCollectibility("NPE", function()
		-- settings override
		if app.Settings:GetFilter("CC:NPE") then return true; end
		-- needs mapID to check this
		if not app.GetCurrentMapID() then return; end
		-- print("first check");
		-- check if the current MapID is in Exile's Reach
		local maps = { [1409] = 1, [1609] = 1, [1610] = 1, [1611] = 1, [1726] = 1, [1727] = 1 };
		-- print("map check",app.CurrentMapID);
		-- this is an NPE character, so flag the GUID
		if 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;
	end);
	-- Shadowlands Skip
	app.SetCustomCollectibility("SL_SKIP", function()
		-- settings override
		if app.Settings:GetFilter("CC:SL_SKIP") then return true; end
		-- check if quest #62713 is completed. appears to be a HQT concerning whether the character has chosen to skip the SL Storyline
		return IsQuestFlaggedCompleted(62713) or false;
	end);

	local SLCovenantId = C_Covenants.GetActiveCovenantID();
	-- print("Current Covenant",SLCovenantId);
	-- Show all Covenants if not yet selected
	-- Shadowlands Covenant: Kyrian
	app.SetCustomCollectibility("SL_COV_KYR", function()
		-- settings override
		if app.Settings:GetFilter("CC:SL_COV_KYR") then return true; end
		return SLCovenantId == 1 or SLCovenantId == 0;
	end);
	-- Shadowlands Covenant: Venthyr
	app.SetCustomCollectibility("SL_COV_VEN", function()
		-- settings override
		if app.Settings:GetFilter("CC:SL_COV_VEN") then return true; end
		return SLCovenantId == 2 or SLCovenantId == 0;
	end);
	-- Shadowlands Covenant: Night Fae
	app.SetCustomCollectibility("SL_COV_NFA", function()
		-- settings override
		if app.Settings:GetFilter("CC:SL_COV_NFA") then return true; end
		return SLCovenantId == 3 or SLCovenantId == 0;
	end);
	-- Shadowlands Covenant: Necrolord
	app.SetCustomCollectibility("SL_COV_NEC", function()
		-- settings override
		if app.Settings:GetFilter("CC:SL_COV_NEC") then return true; end
		return SLCovenantId == 4 or SLCovenantId == 0;
	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
	local radius = 78;
	local rounding = 10;
	local MinimapShapes = {
		-- quadrant booleans (same order as SetTexCoord)
		-- {bottom-right, bottom-left, top-right, top-left}
		-- true = rounded, false = squared
		["ROUND"] 			= {true,  true,  true,  true },
		["SQUARE"] 			= {false, false, false, false},
		["CORNER-TOPLEFT"] 		= {false, false, false, true },
		["CORNER-TOPRIGHT"] 		= {false, false, true,  false},
		["CORNER-BOTTOMLEFT"] 		= {false, true,  false, false},
		["CORNER-BOTTOMRIGHT"]	 	= {true,  false, false, false},
		["SIDE-LEFT"] 			= {false, true,  false, true },
		["SIDE-RIGHT"] 			= {true,  false, true,  false},
		["SIDE-TOP"] 			= {false, false, true,  true },
		["SIDE-BOTTOM"] 		= {true,  true,  false, false},
		["TRICORNER-TOPLEFT"] 		= {false, true,  true,  true },
		["TRICORNER-TOPRIGHT"] 		= {true,  false, true,  true },
		["TRICORNER-BOTTOMLEFT"] 	= {true,  true,  false, true },
		["TRICORNER-BOTTOMRIGHT"] 	= {true,  true,  true,  false},
	};
	button.update = function(self)
		local position = GetDataMember("Position", -10.31);
		local angle = math.rad(position) -- determine position on your own
		local x, y
		local cos = math.cos(angle)
		local sin = math.sin(angle)
		local q = 1;
		if cos < 0 then
			q = q + 1;	-- lower
		end
		if sin > 0 then
			q = q + 2;	-- right
		end
		if MinimapShapes[GetMinimapShape and GetMinimapShape() or "ROUND"][q] then
			x = cos*radius;
			y = sin*radius;
		else
			local diagRadius = math.sqrt(2*(radius)^2)-rounding
			x = math.max(-radius, math.min(cos*diagRadius, radius))
			y = math.max(-radius, math.min(sin*diagRadius, radius))
		end
		self:SetPoint("CENTER", "Minimap", "CENTER", -x, y);
	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, forceUpdate)
	if show then
		self:Show();
		self:Update(forceUpdate);
	else
		self:Hide();
	end
end
local function Toggle(self, forceUpdate)
	return SetVisible(self, not self:IsVisible(), forceUpdate);
end

app.Windows = {};
app._UpdateWindows = function(force, got)
	-- print("_UpdateWindows",force,got)
	for _, window in pairs(app.Windows) do
		window:Update(force, got);
	end
end
function app:UpdateWindows(force, got)
	-- no need to update windows when a refresh is pending
	if app.refreshDataQueued then return; end
	AfterCombatOrDelayedCallback(app._UpdateWindows, 0.1, force, got);
end
local CreateRow;
function app:CreateMiniListForGroup(group)
	-- Pop Out Functionality! :O
	local suffix = BuildSourceTextForChat(group, 1)
		-- this portion is to ensure that custom slash command popouts have a unique name based on the stand-alone group (no parent)
		.. " > " .. (group.text or "") .. (group.key or "NO_KEY") .. (group.key and group[group.key] or "NO_KEY_VAL");
	local popout = app.Windows[suffix];
	local showing = not popout or not popout:IsVisible();
	-- force data to be re-collected if this is a quest chain since its logic is affected by settings
	if group.questID or group.sourceQuests then popout = nil; end
	-- print("Popout for",suffix,"showing?",showing)
	if not popout then
		-- make a search for this group if it is an item/currency and not already a container for things
		if not group.g and (group.itemID or group.currencyID) then
			local cmd = group.link or group.key .. ":" .. group[group.key];
			app.SetSkipPurchases(2);
			group = GetCachedSearchResults(cmd, SearchForLink, cmd);
			app.SetSkipPurchases(0);
		end

		-- clone/search initially so as to not let popout operations modify the source data
		group = CreateObject(group);

		-- being a search result means it has already received certain processing
		if not group.isSearchResult then
			-- Fill any purchasable things for the sub-groups
			-- if group.g then
			-- 	for _,sub in ipairs(group.g) do
			app.SetSkipPurchases(2);
			FillPurchases(group);
			app.SetSkipPurchases(0);
			-- 	end
			-- end
			-- Merge any symbolic linked data into the sub-groups
			-- print("resolve non-search popout root",group.key, group.key and group[group.key])
			FillSymLinks(group, true);
		end
		-- This logic allows for nested searches of groups within a popout to be returned as the root search which resets the parent
		-- if not group.isBaseSearchResult then
		-- 	-- make a search for this group if it is an item/currency and not already a container for things
		-- 	if not group.g and (group.itemID or group.currencyID) then
		-- 		local cmd = group.key .. ":" .. group[group.key];
		-- 		group = GetCachedSearchResults(cmd, SearchForLink, cmd);
		-- 	else
		-- 		group = CloneData(group);
		-- 	end
		-- end
		-- if popping out a thing with a sourced parent, generate a Source group to allow referencing the Source of the thing directly
		app.BuildSourceParent(group);
		-- if popping out a thing with a Cost, generate a Cost group to allow referencing the Cost things directly
		app.BuildCost(group);

		popout = app:GetWindow(suffix);
		-- custom Update method for the popout so we don't have to force refresh
		popout.Update = function(self, force, got)
			self:BaseUpdate(force or got, got)
		end
		-- popping out something without a source, try to determine it on-the-fly using same logic as harvester
		-- TODO: modify parser to include known sources for unsorted before commenting this back in
		-- if not group.s or group.s == 0 then
		-- 	local s, dressable = GetSourceID(group.text, group.itemID);
		-- 	if dressable and s and s > 0 then
		-- 		app.report("Item",group.itemID,group.modID,"is missing SourceID",s);
		-- 		group.s = s;
		-- 	end
		-- end
		-- Create groups showing Appearance information
		if group.s then

			-- Attempt to get information about the source ID.
			local sourceInfo = C_TransmogCollection_GetSourceInfo(group.s);
			if sourceInfo then
				-- print("Source Info on popout")
				-- app.PrintTable(sourceInfo)
				-- Show a list of all of the Shared Appearances.
				local g = {};

				-- Go through all of the shared appearances and see if we've "unlocked" any of them.
				for _,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 shared = app.SearchForObject("s", otherSourceID);
						if shared then
							shared = CreateObject(shared);
							shared.hideText = true;
							tinsert(g, shared);
						else
							local otherSourceInfo = C_TransmogCollection_GetSourceInfo(otherSourceID);
							if otherSourceInfo and (otherSourceInfo.quality or 0) > 1 then
								local newItem = app.CreateItemSource(otherSourceID, otherSourceInfo.itemID);
								if otherSourceInfo.isCollected then
									ATTAccountWideData.Sources[otherSourceID] = 1;
									newItem.collected = true;
								end
								tinsert(g, newItem);
							end
						end
					end
				end
				local appearanceGroup;
				if #g > 0 then
					appearanceGroup = {
						["text"] = L["SHARED_APPEARANCES_LABEL"],
						["description"] = L["SHARED_APPEARANCES_LABEL_DESC"],
						["icon"] = "Interface\\Icons\\Achievement_GarrisonFollower_ItemLevel650.blp",
						["g"] = g,
						["OnUpdate"] = app.AlwaysShowUpdate,
					};
				else
					appearanceGroup = {
						["text"] = L["UNIQUE_APPEARANCE_LABEL"],
						["description"] = L["UNIQUE_APPEARANCE_LABEL_DESC"],
						["icon"] = "Interface\\Icons\\ACHIEVEMENT_GUILDPERK_EVERYONES A HERO.blp",
						["OnUpdate"] = app.AlwaysShowUpdate,
					};
				end
				-- add the group showing the Appearance information for this popout
				if group.g then tinsert(group.g, appearanceGroup)
				else group.g = { appearanceGroup } end
			end

			-- Determine if this source is part of a set or two.
			local allSets = {};
			local 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, g = sourceSets[group.s];
			if data then
				for setID,value in pairs(data) do
					g = {};
					setID = tonumber(setID);
					for _,sourceID in ipairs(allSets[setID]) do
						local search = app.SearchForObject("s", sourceID);
						if search then
							search = CreateObject(search);
							search.hideText = true;
							tinsert(g, search);
						else
							local otherSourceInfo = C_TransmogCollection_GetSourceInfo(sourceID);
							if otherSourceInfo and (otherSourceInfo.quality or 0) > 1 then
								local newItem = app.CreateItemSource(sourceID, otherSourceInfo.itemID);
								if otherSourceInfo.isCollected then
									ATTAccountWideData.Sources[sourceID] = 1;
									newItem.collected = true;
								end
								tinsert(g, newItem);
							end
						end
					end
					-- add the group showing the related Set information for this popout
					if not group.g then group.g = { app.CreateGearSet(setID, { ["OnUpdate"] = app.AlwaysShowUpdate, ["g"] = g }) }
					else tinsert(group.g, app.CreateGearSet(setID, { ["OnUpdate"] = app.AlwaysShowUpdate, ["g"] = g })) end
				end
			end
		end
		if showing and ((group.key == "questID" and group.questID) or group.sourceQuests) then
			-- if the group was created from a popout and thus contains its own pre-req quests already, then clean out direct quest entries from the group
			if group.g then
				local noQuests = {};
				for _,g in pairs(group.g) do
					if g.key ~= "questID" then
						tinsert(noQuests, g);
					end
				end
				group.g = noQuests;
			end
			-- Create a copy of the root group
			local root = CreateObject(group);
			local g = { root };
			popout.isQuestChain = true;

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

			-- Show Quest Prereqs
			local gTop;
			if app.Settings:GetTooltipSetting("QuestChain:Nested") then
				-- clean out the sub-groups of the root since it will be listed at the top of the popout
				root.g = nil;
				gTop = app.NestSourceQuests(root).g or {};
			elseif root.sourceQuests then
				local sourceQuests, sourceQuest, subSourceQuests, prereqs = root.sourceQuests;
				local addedQuests = {};
				while sourceQuests and #sourceQuests > 0 do
					subSourceQuests = {}; prereqs = {};
					for i,sourceQuestID in ipairs(sourceQuests) 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
								-- 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;
								end
								if found
									-- ensure the character meets the custom collect for the quest
									and app.CheckCustomCollects(found)
									-- ensure the current settings do not filter the quest
									and app.RecursiveGroupRequirementsFilter(found) then
									sourceQuest = CloneData(found);
									sourceQuest.visible = true;
									sourceQuest.hideText = true;
									if found.sourceQuests and #found.sourceQuests > 0 and
										(not found.saved 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
					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
						-- print("Shifted pre-reqs down & next sq layer",#prereqs)
						-- app.PrintTable(sourceQuests)
						-- print("---")
						tinsert(prereqs, {
							["text"] = L["UPON_COMPLETION"],
							["description"] = L["UPON_COMPLETION_DESC"],
							["icon"] = "Interface\\Icons\\Spell_Holy_MagicalSentry.blp",
							["visible"] = true,
							["expanded"] = true,
							["g"] = g,
							["hideText"] = true
						});
						g = prereqs;
					end
				end

				-- Clean up the recursive hierarchy. (this removed duplicates)
				sourceQuests = {};
				prereqs = 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
					else
						prereqs = prereqs[#prereqs];
						if prereqs then prereqs = prereqs.g; end
					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
								tinsert(g, data);
							end
						end
						prereqs = g;
					else
						prereqs = lastprereq.g;
					end
				until not prereqs or #prereqs < 1;
			end
			-- If the initial quest is provided by an Item, then show that Item directly under the root Quest so it can easily show tooltip/Source information if desired
			if g[1] and g[1].providers then
				for _,p in ipairs(g[1].providers) do
					if p[1] == "i" then
						-- print("Root Provider",p[1], p[2]);
						local pRef = app.SearchForObject("itemID", p[2]);
						if pRef then
							pRef = CloneData(pRef);
							-- Set the full Quest Chain as the child of the Item
							pRef.g = g;
							g = { pRef };
						end
					end
				end
			end
			local questChainHeader = {
				["text"] = gTop and L["QUEST_CHAIN_NESTED_CHECKBOX"] or L["QUEST_CHAIN_REQ"],
				["description"] = L["QUEST_CHAIN_REQ_DESC"],
				["icon"] = "Interface\\Icons\\Spell_Holy_MagicalSentry.blp",
				["g"] = gTop or g,
				["hideText"] = true,
				["OnUpdate"] = app.AlwaysShowUpdate,
			};
			if not group.g then group.g = { questChainHeader }
			else tinsert(group.g, questChainHeader); end
		end

		-- Insert the data group into the Raw Data table.
		popout.data = 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);
		-- always expand all groups on initial creation
		ExpandGroupsRecursively(popout.data, true, true);
		-- Adjust some update/refresh logic if this is a Quest Chain window
		if popout.isQuestChain then
			local oldUpdate = popout.Update;
			popout.Update = function(self, ...)
				local oldQuestAccountWide = app.AccountWideQuests;
				local oldQuestCollection = app.CollectibleQuests;
				app.CollectibleQuests = true;
				app.AccountWideQuests = false;
				oldUpdate(self, ...);
				app.CollectibleQuests = oldQuestCollection;
				app.AccountWideQuests = oldQuestAccountWide;
			end;
			local oldRefresh = popout.Refresh;
			popout.Refresh = function(self, ...)
				local oldQuestAccountWide = app.AccountWideQuests;
				local oldQuestCollection = app.CollectibleQuests;
				app.CollectibleQuests = true;
				app.AccountWideQuests = false;
				oldRefresh(self, ...);
				app.CollectibleQuests = oldQuestCollection;
				app.AccountWideQuests = oldQuestAccountWide;
			end;
			popout:SetScript("OnEvent", function(self, e, ...)
				-- print("EVENT", e, ...)
				if self:IsVisible() then
					-- print("QUEST_LOG_UPDATE:questChainWindow")
					self:Update(true);
				end
			end);
			-- Register Events which should cause an update to the Quest popout
			self:RegisterEvent("QUEST_LOG_UPDATE");
			self:RegisterEvent("QUEST_TURNED_IN");
			self:RegisterEvent("QUEST_ACCEPTED");
			self:RegisterEvent("QUEST_REMOVED");
		end
	end
	popout:Toggle(true);
	return popout;
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 AdjustRowIndent(row, indentAdjust)
	if row.Indicator then
		local _, _, _, x = row.Indicator:GetPoint(2);
		row.Indicator:SetPoint("LEFT", row, "LEFT", x - indentAdjust, 0);
	end
	if row.Texture then
		-- only ever LEFT point set
		local _, _, _, x = row.Texture:GetPoint(2);
		-- print("row texture at",x)
		row.Texture:SetPoint("LEFT", row, "LEFT", x - indentAdjust, 0);
	else
		-- only ever LEFT point set
		local _, _, _, x = row.Label:GetPoint(1);
		-- print("row label at",x)
		row.Label:SetPoint("LEFT", row, "LEFT", x - indentAdjust, 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;
		-- WARNING: DEV ONLY START
		-- no or bad sourceID or requested to reSource and is of a proper source-able quality
		elseif data.reSource and (not data.q or data.q > 1) then
			-- If it doesn't, the source ID will need to be harvested.
			local s, success = GetSourceID(text) or (data.artifactID and data.s);
			if s and s > 0 then
				data.reSource = nil;
				-- only save the source if it is different than what we already have
				if not data.s or data.s < 1 or data.s ~= s or (data.artifactID and data.s) then
					print("SourceID Update",data.text,data.s,"=>",s);
					-- print(GetItemInfo(text))
					data.s = s;
					if data.collected then
						data.parent.progress = data.parent.progress + 1;
					end
					if data.artifactID then
						local artifact = AllTheThingsArtifactsItems[data.artifactID];
						if not artifact then
							artifact = {};
						end
						artifact[data.isOffHand and 1 or 2] = s;
						AllTheThingsArtifactsItems[data.artifactID] = artifact;
					else
						local item = AllTheThingsHarvestItems[data.itemID];
						if not item then
							item = {};
						end
						if data.bonusID then
							local bonuses = item.bonuses;
							if not bonuses then
								bonuses = {};
								item.bonuses = bonuses;
							end
							bonuses[data.bonusID] = s;
						else
							local mods = item.mods;
							if not mods then
								mods = {};
								item.mods = mods;
							end
							mods[data.modID or 0] = s;
						end
						-- print("NEW SOURCE ID!",text,s);
						AllTheThingsHarvestItems[data.itemID] = item;
					end
				end
			elseif success then
				print("Success without a SourceID", text);
			else
				-- print("NARP", text);
				data.s = nil;
				data.reSource = nil;
				data.parent.total = data.parent.total - 1;
			end
		-- an individual row can define whether the window should refresh again after it is displayed
		elseif data.doUpdate then
			-- print("window.doUpdate",data.hash)
			data.doUpdate = nil;
			self.doUpdate = true;
		else
			data.reSource = nil;
		-- WARNING: DEV ONLY END
		end
		local leftmost, relative, iconSize, rowPad = row, "LEFT", 16, 8;
		local x = CalculateRowIndent(data) * rowPad + rowPad;
		row.indent = x;
		local back = CalculateRowBack(data);
		row.ref = data;
		if back then
			row.Background:SetAlpha(back or 0.2);
			row.Background:Show();
		end
		if SetIndicatorIcon(row.Indicator, data) then
			row.Indicator:SetPoint("LEFT", leftmost, relative, x - iconSize, 0);
			row.Indicator:Show();
			-- row.indent = row.indent - iconSize;
		end
		if SetPortraitIcon(row.Texture, data) then
			row.Texture.Background:SetPoint("TOPLEFT", row.Texture);
			row.Texture.Border:SetPoint("TOPLEFT", row.Texture);
			row.Texture:SetPoint("LEFT", leftmost, relative, x, 0);
			row.Texture:Show();
			leftmost = row.Texture;
			relative = "RIGHT";
			x = rowPad / 2;
		end
		local summary = GetProgressTextForRow(data) or "---";
		local iconAdjust = summary and string.find(summary, "|T") and -1 or 0;
		local specs = data.specs;
		if specs and #specs > 0 then
			summary = GetSpecsString(specs, false, false) .. summary;
			iconAdjust = iconAdjust - #specs;
		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 or not self:IsVisible() then return; end
	-- print("Refresh:",self.Suffix or self.suffix)
	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, windowPad, minIndent = self.Container, 0, 0, 8;
		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));
		local containerHeight = container:GetHeight();
		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));
			-- track the minimum indentation within the set of rows so they can be adjusted later
			if row.indent and (not minIndent or row.indent < minIndent) then
				minIndent = row.indent;
				-- print("new minIndent",minIndent)
			end
			totalHeight = totalHeight + row:GetHeight();
			if totalHeight > containerHeight then
				break;
			else
				current = current + 1;
				rowCount = rowCount + 1;
			end
		end

		-- Readjust the indent of visible rows
		-- if there's actually an indent to adjust on top row (due to possible indicator)
		row = rawget(container.rows, 1);
		if row.indent ~= windowPad then
			AdjustRowIndent(row, row.indent - windowPad);
			-- increase the window pad extra for sub-rows so they will indent slightly more than the header row with indicator
			windowPad = windowPad + 8;
		else
			windowPad = windowPad + 4;
		end
		-- local headerAdjust = 0;
		-- if startIndent ~= 8 then
		-- 	-- header only adjust
		-- 	headerAdjust = startIndent - 8;
		-- 	print("header adjust",headerAdjust)
		-- 	row = rawget(container.rows, 1);
		-- 	AdjustRowIndent(row, headerAdjust);
		-- end
		-- adjust remaining rows to align on the left
		if minIndent and minIndent ~= windowPad then
			-- print("minIndent",minIndent,windowPad)
			local adjust = minIndent - windowPad;
			for i=2,rowCount do
				row = rawget(container.rows, i);
				AdjustRowIndent(row, adjust);
			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));
		self.ScrollBar:SetStepsPerPage(rowCount - 1);

		-- If this window has an UpdateDone method which should process after the Refresh is complete
		if self.UpdateDone then
			-- print("Refresh-UpdateDone",self.Suffix or self.suffix)
			Callback(self.UpdateDone, self);
		-- If the rows need to be processed again, do so next update.
		elseif self.processingLinks then
			-- print("Refresh-processingLinks",self.Suffix or self.suffix)
			Callback(self.Refresh, self);
			self.processingLinks = nil;
		-- If the data itself needs another update pass due to new rows being added dynamically
		elseif self.doUpdate then
			-- print("Refresh-doUpdate",self.Suffix or self.suffix)
			Callback(self.Update, self, true);
			self.doUpdate = nil;
		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();
		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

		local window = self:GetParent():GetParent();
		-- All non-Shift Right Clicks open a mini list or the settings.
		if button == "RightButton" then
			if IsAltKeyDown() and (self.index > 0 or window.isQuestChain) then
				AddTomTomWaypoint(reference);
			elseif IsShiftKeyDown() then
				if app.Settings:GetTooltipSetting("Sort:Progress") then
					app.print("Sorting selection by total progress...");
					StartCoroutine("Sorting", function() SortGroup(reference, "progress", self, false) end);
				else
					app.print("Sorting selection alphabetically...");
					StartCoroutine("Sorting", function() SortGroup(reference, "name", self, false) 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(L["AH_SEARCH_NO_ITEMS_FOUND"]);
						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(L["AH_SEARCH_BOE_ONLY"]);
						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(L["TSM_WARNING_1"] .. L["TITLE"] .. L["TSM_WARNING_2"],
								function()
									TSMAPI.Groups:CreatePreset(itemList);
									app.print(L["PRESET_UPDATE_SUCCESS"]);
									if not TSMAPI.Operations:GetFirstByItem(search, "Shopping") then
										print(L["SHOPPING_OP_MISSING_1"]);
										print(L["SHOPPING_OP_MISSING_2"]);
									end
								end);
								return true;
							end
							app.print(L["AH_SEARCH_NO_ITEMS_FOUND"]);
						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(L["AUCTIONATOR_GROUPS"]);
							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(L["TSM4_ERROR"]);
							return true;
						end
						local missingItems = SearchForMissingItems(reference);
						if #missingItems > 0 then
							app:ShowPopupDialog(L["TSM_WARNING_1"] .. L["TITLE"] .. L["TSM_WARNING_2"],
							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(L["AH_SEARCH_NO_ITEMS_FOUND"]);
					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();
					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
					local mainHandSourceID = TransmogUtil.GetInfoForEquippedSlot(TransmogUtil.GetTransmogLocation("MAINHANDSLOT", 0, 0));
					DressUpVisual(mainHandSourceID, 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
					-- mark the window if it is being fully-collapsed
					if self.index < 1 then
						window.fullCollapsed = HasExpandedSubgroup(reference);
					end
					-- 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 window.fullCollapsed), true);
					window:Update();
					return true;
				end
			end
			if self.index > 0 then
				reference.expanded = not reference.expanded;
				window:Update();
			elseif not reference.expanded then
				reference.expanded = true;
				window:Update();
			else
				-- Allow the First Frame to move the parent.
				-- Toggle lock/unlock by holding Alt when clicking the header of a Window
				if IsAltKeyDown() then
					local locked = not window.isLocked;
					window.isLocked = locked;
					-- only certain window locks may be persisted
					if window.lockPersistable and window.Suffix then
						local lockedWindows = GetDataMember("LockedWindows", {});
						local lockedName = window.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(window);
					end);
					StartMovingOrSizing(window, 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 GameTooltip = GameTooltip;
		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);
					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(L["COLLECTION_PROGRESS"], GetCollectionText(reference.collected or reference.saved));
				-- if completion/tracking is available, show Completion State
				elseif reference.trackable then
					GameTooltip:AddDoubleLine(L["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(L["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.questID and reference.retries and not reference.itemID then
			GameTooltip:AddLine(L["QUEST_MAY_BE_REMOVED"] .. 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(app.SkillIDToSpellID[reference.requireSkill] or 0) or C_TradeSkillUI.GetTradeSkillDisplayName(reference.requireSkill))); 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.s and not reference.link and app.Settings:GetTooltipSetting("sourceID") then GameTooltip:AddDoubleLine(L["SOURCE_ID"], tostring(reference.s)); 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 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 = L["MINUMUM_STANDING"]
			if offset ~= 0 then msg = msg .. " " .. offset end
			msg = msg .. " " .. app.GetFactionStandingText(standingId) .. L["_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 = L["MAXIMUM_STANDING"]
			if offset ~= 0 then msg = msg .. " " .. offset end
			msg = msg .. " " .. app.GetFactionStandingText(standingId) .. L["_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 = L["MIN_MAX_STANDING"]
			if minOffset ~= 0 then msg = msg .. " " .. minOffset end
			msg = msg .. " " .. app.GetFactionStandingText(minStandingId) .. L["_AND"]
			if maxOffset ~= 0 then msg = msg .. " " .. maxOffset end
			msg = msg .. " " .. app.GetFactionStandingText(maxStandingId) .. L["_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.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 L["COORDINATES_STRING"] 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 = app.ObjectNames[providerID] or reference.text or ("Object: " .. RETRIEVING_DATA)
					if app.Settings:GetTooltipSetting("objectID") then
						providerString = providerString .. ' (' .. providerID .. ')';
					end
				elseif providerType == "n" then
					providerString = (providerID > 0 and NPCNameFromID[providerID]) or ("Creature: " .. RETRIEVING_DATA)
					if app.Settings:GetTooltipSetting("creatureID") then
						providerString = providerString .. ' (' .. providerID .. ')';
					end
				elseif providerType == "i" then
					local _,name,_,_,_,_,_,_,_,icon = GetItemInfo(providerID);
					providerString = (icon and ("|T" .. icon .. ":0|t") or "") .. (name or ("Item: " .. RETRIEVING_DATA));
					if app.Settings:GetTooltipSetting("itemID") then
						providerString = providerString .. ' (' .. providerID .. ')';
					end
				end
				GameTooltip:AddDoubleLine(counter == 0 and L.PROVIDERS or " ", providerString);
				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 not reference.itemID then
			if reference.speciesID then
				AttachTooltipSearchResults(GameTooltip, "speciesID:" .. reference.speciesID, SearchForField, "speciesID", reference.speciesID);
			end
		end
		if reference.speciesID then
			local progress, total = C_PetJournal.GetNumCollectedInfo(reference.speciesID);
			if total then GameTooltip:AddLine(tostring(progress) .. " / " .. tostring(total) .. L["COLLECTED_STRING"]); end
		end
		if reference.titleID then
			if app.Settings:GetTooltipSetting("titleID") then GameTooltip:AddDoubleLine(L["TITLE_ID"], tostring(reference.titleID)); end
			GameTooltip:AddDoubleLine(" ", L[reference.saved and "KNOWN_ON_CHARACTER" or "UNKNOWN_ON_CHARACTER"]);
			AttachTooltipSearchResults(GameTooltip, "titleID:" .. reference.titleID, SearchForField, "titleID", reference.titleID);
		end
		if reference.questID then
			if 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 ATTAccountWideData.OneTimeQuests[reference.questID] then
				GameTooltip:AddDoubleLine(L["QUEST_ONCE_PER_ACCOUNT"], string.format(L["QUEST_ONCE_PER_ACCOUNT_FORMAT"], ATTCharacterData[ATTAccountWideData.OneTimeQuests[reference.questID]].text));
			elseif ATTAccountWideData.OneTimeQuests[reference.questID] == false then
				GameTooltip:AddLine("|cffcf271b" .. L["QUEST_ONCE_PER_ACCOUNT"] .. "|r");
			end
			AttachTooltipSearchResults(GameTooltip, "quest:"..reference.questID, SearchForField, "questID", reference.questID);
		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...
			local custom = L["HEADER_NAMES"];
			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 custom[cr]) .. " (" .. 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 custom[cr]));
				end
			end
		end
		if reference.c and app.Settings:GetTooltipSetting("ClassRequirements") then
			local str,colors = "",app.Settings:GetTooltipSetting("UseMoreColors");
			for i,cl in ipairs(reference.c) do
				if i > 1 then str = str .. ", "; end
				if colors then
					str = str .. Colorize(C_CreatureInfo.GetClassInfo(cl).className, RAID_CLASS_COLORS[select(2, GetClassInfo(cl))].colorStr);
				else
					str = str .. C_CreatureInfo.GetClassInfo(cl).className;
				end
			end
			GameTooltip:AddDoubleLine(L["CLASSES_CHECKBOX"], 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(L["RACES_CHECKBOX"] .. " " .. str, nil, nil, nil, 1);
				else
					GameTooltip:AddDoubleLine(L["RACES_CHECKBOX"], str);
				end
			elseif reference.r and reference.r > 0 then
				if reference.r == 2 then
					GameTooltip:AddDoubleLine(L["RACES_CHECKBOX"], app.Settings:GetTooltipSetting("UseMoreColors") and Colorize(ITEM_REQ_ALLIANCE, "ff407fbf") or ITEM_REQ_ALLIANCE);
				elseif reference.r == 1 then
					GameTooltip:AddDoubleLine(L["RACES_CHECKBOX"], app.Settings:GetTooltipSetting("UseMoreColors") and Colorize(ITEM_REQ_HORDE, "ffcc6666") or ITEM_REQ_HORDE);
				else
					GameTooltip:AddDoubleLine(L["RACES_CHECKBOX"], "Unknown");
				end
			end
		end
		if reference.isWorldQuest then GameTooltip:AddLine(L["DURING_WQ_ONLY"]); end
		if reference.isDaily then GameTooltip:AddLine(L["COMPLETED_DAILY"]);
		elseif reference.isWeekly then GameTooltip:AddLine(L["COMPLETED_WEEKLY"]);
		elseif reference.isMontly then GameTooltip:AddLine(L["COMPLETED_MONTHLY"]);
		elseif reference.isYearly then GameTooltip:AddLine(L["COMPLETED_YEARLY"]);
		elseif reference.repeatable then GameTooltip:AddLine(L["COMPLETED_MULTIPLE"]); 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 = v[3];
						if amount > 1 then
							amount = formatNumericWithCommas(amount) .. "x ";
						else
							amount = "";
						end
					elseif _ == "c" then
						amount = v[3];
						local currencyData = C_CurrencyInfo.GetCurrencyInfo(v[2])
						name = C_CurrencyInfo.GetCurrencyLink(v[2], amount) or currencyData.name or "Unknown"
						icon = currencyData.iconFileID or nil
						if amount > 1 then
							amount = formatNumericWithCommas(amount) .. "x ";
						else
							amount = "";
						end
					elseif _ == "g" then
						name = "";
						icon = nil;
						amount = GetMoneyString(v[2]);
					end
					GameTooltip:AddDoubleLine(k == 1 and L["COST"] or " ", amount .. (icon and ("|T" .. icon .. ":0|t") or "") .. (name or "???"));
				end
			else
				local amount = GetMoneyString(reference.cost)
				GameTooltip:AddDoubleLine(L["COST"], amount);
			end
		end
		if reference.achievementID then
			if reference.criteriaID then
				GameTooltip:AddDoubleLine(L["CRITERIA_FOR"], GetAchievementLink(reference.achievementID));
				AttachTooltipSearchResults(GameTooltip, "achievementID:" .. reference.achievementID .. ":" .. reference.criteriaID, SearchForField, "achievementID", reference.achievementID, reference.criteriaID);
			else
				AttachTooltipSearchResults(GameTooltip, "achievementID:" .. reference.achievementID, SearchForField, "achievementID", reference.achievementID);
			end
		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

		-- Additional information if the row did not generate a search result for the tooltip
		if not GameTooltip.HasATTSearchResults then
			-- Lore
			if app.Settings:GetTooltipSetting("Lore") and reference.lore then
				GameTooltip:AddLine(reference.lore, 0.4, 0.8, 1, 1);
			end
			-- Description
			if app.Settings:GetTooltipSetting("Descriptions") and reference.description then
				GameTooltip:AddLine(reference.description, 0.4, 0.8, 1, 1);
			end
			-- Unobtainable
			if reference.u then
				GameTooltip:AddLine(L["UNOBTAINABLE_ITEM_REASONS"][reference.u][2], 1, 1, 1, 1, true);
			end
			-- Pet Battles
			if reference.pb then
				GameTooltip:AddLine(L["REQUIRES_PETBATTLES"], 1, 1, 1, 1, true);
			end
			-- PvP
			if reference.pvp then
				GameTooltip:AddLine(L["REQUIRES_PVP"], 1, 1, 1, 1, true);
			end
		end

		-- Further conditional texts that can be displayed
		if reference.timeRemaining then
			GameTooltip:AddLine(reference.timeRemaining);
		end

		-- Calculate Best Drop Percentage. (Legacy Loot Mode)
		if reference.itemID and not reference.speciesID and not reference.spellID and app.Settings:GetTooltipSetting("DropChances") then
			local numSpecializations = GetNumSpecializations();
			if numSpecializations and numSpecializations > 0 then
				local encounterID = GetRelativeValue(reference.parent, "encounterID");
				if encounterID then
					-- TODO: revise in 9.1.5 when 'bonus drops' might be able to be identified via API calls (don't attribute to drop chance)
					-- Why is Encounter Journal so weird? none of the API calls work unless the EJ is actually open... something is missing...

					-- difficulty 0 seems to default to the lowest valid difficulty in the EJ
					-- local tierID = GetRelativeValue(reference.parent, "tierID") or 0;
					-- local instanceID = GetRelativeValue(reference.parent, "instanceID") or 0;
					local difficultyID = GetRelativeValue(reference.parent, "difficultyID");
					-- -- local funcs
					-- local EJ_SetLootFilter, EJ_GetNumLoot = EJ_SetLootFilter, EJ_GetNumLoot;
					-- local legacyLoot = C_Loot.IsLegacyLootModeEnabled();
					-- print("tier/instance/encounter/difficulty",tierID,instanceID,encounterID,difficultyID)
					-- EJ_SelectTier(tierID);
					-- EJ_SelectInstance(instanceID);
					-- EJ_SelectEncounter(encounterID);
					-- EJ_SetDifficulty(difficultyID);
					-- -- get total items
					-- EJ_SetLootFilter(0, 0);
					-- local totalItems = EJ_GetNumLoot() or 0;
					-- print("diff/filter/items",EJ_GetDifficulty(),"/",EJ_GetLootFilter(),"/",totalItems)
					-- -- 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(L["LOOT_TABLE_CHANCE"], GetNumberWithZeros(100 / totalItems, 2) .. "%");
					-- else
					-- 	GameTooltip:AddDoubleLine(L["LOOT_TABLE_CHANCE"], "N/A");
					-- end

					-- -- see what specs this reference item will drop for
					-- local specs = reference.specs;
					-- if specs then
					-- 	local class, specItems, min, count = app.ClassIndex, {}, 100;
					-- 	-- get items per spec and min items
					-- 	for _,specID in pairs(specs) do
					-- 		EJ_SetLootFilter(class, specID);
					-- 		-- items for this spec
					-- 		count = EJ_GetNumLoot() or 100;
					-- 		print("class/spec/diff/filter/items",class,"/",specID,"/",EJ_GetDifficulty(),"/",EJ_GetLootFilter(),"/",count)
					-- 		if count < min and count > 0 then
					-- 			min = count;
					-- 		end
					-- 		specItems[specID] = count;
					-- 	end
					-- 	local chance = 100 / min;
					-- 	local bestSpecs = {};
					-- 	-- define the best specs based on min
					-- 	for specID,count in pairs(specItems) do
					-- 		if count == min then
					-- 			tinsert(bestSpecs, specID);
					-- 		end
					-- 	end
					-- 	-- print out the specs with min items
					-- 	local specString = GetSpecsString(bestSpecs, true, true) or "???";
					-- 	GameTooltip:AddDoubleLine(legacyLoot and L["BEST_BONUS_ROLL_CHANCE"] or L["BEST_PERSONAL_LOOT_CHANCE"],  GetNumberWithZeros(chance, 2).."% ("..GetNumberWithZeros(chance / 5, 2).."%) "..specString);
					-- elseif legacyLoot then
					-- 	-- Not available at all, best loot spec is the one with the most number of items in it.
					-- 	print("legacy loot?")
					-- 	-- 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(L["BONUS_ROLL"], GetNumberWithZeros((1 / (totalItems - specHits[id])) * 100, 2) .. "% |T" .. icon .. ":0|t " .. name);
					-- 	-- 	else
					-- 	-- 		GameTooltip:AddDoubleLine(L["BONUS_ROLL"], "N/A");
					-- 	-- 	end
					-- 	-- end
					-- end


					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 _,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; -- if somehow encounter drops 0 items but an item still references the encounter
						local chance, color;
						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
							chance = 100 / totalItems;
							color = GetProgressColor(chance / 100);
							GameTooltip:AddDoubleLine(L["LOOT_TABLE_CHANCE"], "|c"..color..GetNumberWithZeros(chance, 1) .. "%|r");
						else
							GameTooltip:AddDoubleLine(L["LOOT_TABLE_CHANCE"], "N/A");
						end

						local specs = reference.specs;
						if specs and #specs > 0 then
							-- Available for one or more loot specialization.
							local least, bestSpecs = 999, {};
							for _,spec in ipairs(specs) do
								local specHit = specHits[spec] or 0;
								-- For Personal Loot!
								if specHit > 0 and specHit <= least then
									least = specHit;
									bestSpecs[spec] = specHit;
								end
							end
							-- something has a best spec
							if least < 999 then
								-- define the best specs based on min
								local rollSpec = {};
								for specID,count in pairs(bestSpecs) do
									if count == least then
										tinsert(rollSpec, specID);
									end
								end
								chance = 100 / least;
								color = GetProgressColor(chance / 100);
								-- print out the specs with min items
								local specString = GetSpecsString(rollSpec, true, true) or "???";
								GameTooltip:AddDoubleLine(legacyLoot and L["BEST_BONUS_ROLL_CHANCE"] or L["BEST_PERSONAL_LOOT_CHANCE"],  specString.."  |c"..color..GetNumberWithZeros(chance, 1).."%|r");
							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
									chance = 100 / (totalItems - specHits[id]);
									color = GetProgressColor(chance / 100);
									GameTooltip:AddDoubleLine(L["BONUS_ROLL"], "|T" .. icon .. ":0|t " .. name .. " |c"..color..GetNumberWithZeros(chance, 1) .. "%|r");
								else
									GameTooltip:AddDoubleLine(L["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 then
			local customCollectEx;
			local requires = L["REQUIRES"];
			for i,c in ipairs(reference.customCollect) do
				customCollectEx = L["CUSTOM_COLLECTS_REASONS"][c];
				local icon_color_str = (customCollectEx["icon"].." |c"..customCollectEx["color"]..customCollectEx["text"] or"[MISSING_LOCALE_KEY]");
				if not app.CurrentCharacter.CustomCollects[c] then
					GameTooltip:AddDoubleLine("|cffc20000" .. requires .. ":|r " .. icon_color_str, customCollectEx["desc"] or "");
				else
					GameTooltip:AddDoubleLine(requires .. ": " .. icon_color_str, customCollectEx["desc"] or "");
				end
			end
		end

		-- Show Quest Prereqs
		local isDebugMode, sqs, bestMatch = app.MODE_DEBUG;
		if reference.sourceQuests and (not reference.saved or isDebugMode) then
			local prereqs, bc = {}, {};
			for i,sourceQuestID in ipairs(reference.sourceQuests) do
				if sourceQuestID > 0 and (isDebugMode or not IsQuestFlaggedCompleted(sourceQuestID)) then
					sqs = SearchForField("questID", sourceQuestID);
					if sqs and #sqs > 0 then
						bestMatch = nil;
						for j,sq in ipairs(sqs) do
							if sq.questID == sourceQuestID then
								if isDebugMode or (not IsQuestFlaggedCompleted(sourceQuestID) and app.GroupFilter(sq)) then
									if sq.sourceQuests then
										-- Always prefer the source quest with additional source quest data.
										bestMatch = sq;
									elseif not sq.itemID and (not bestMatch or not bestMatch.sourceQuests) then
										-- Otherwise try to find the version of the quest that isn't an item.
										bestMatch = sq;
									end
								end
							end
						end
						if bestMatch then
							if bestMatch.isBreadcrumb then
								tinsert(bc, bestMatch);
							else
								tinsert(prereqs, bestMatch);
							end
						end
					else
						tinsert(prereqs, app.CreateQuest(sourceQuestID));
					end
				end
			end
			if prereqs and #prereqs > 0 then
				GameTooltip:AddLine(L["PREREQUISITE_QUESTS"]);
				local text;
				for i,prereq in ipairs(prereqs) do
					text = "   " .. prereq.questID .. ": " .. (prereq.text or RETRIEVING_DATA);
					if prereq.mapID then
						text = text .. " (" .. (app.GetMapName(prereq.mapID) or RETRIEVING_DATA) .. ")";
					elseif prereq.maps then
						text = text .. " (" .. (app.GetMapName(prereq.maps[1]) or RETRIEVING_DATA) .. ")";
					elseif prereq.coords then
						text = text .. " (" .. (app.GetMapName(prereq.coords[1][3]) or RETRIEVING_DATA) .. ")";
					end
					GameTooltip:AddDoubleLine(text, GetCompletionIcon(IsQuestFlaggedCompleted(prereq.questID)));
				end
			end
			if bc and #bc > 0 then
				GameTooltip:AddLine(L["BREADCRUMBS_WARNING"]);
				local text;
				for i,prereq in ipairs(bc) do
					text = "   " .. prereq.questID .. ": " .. (prereq.text or RETRIEVING_DATA);
					if prereq.mapID then
						text = text .. " (" .. (app.GetMapName(prereq.mapID) or RETRIEVING_DATA) .. ")";
					elseif prereq.maps then
						text = text .. " (" .. (app.GetMapName(prereq.maps[1]) or RETRIEVING_DATA) .. ")";
					elseif prereq.coords then
						text = text .. " (" .. (app.GetMapName(prereq.coords[1][3]) or RETRIEVING_DATA) .. ")";
					end
					GameTooltip:AddDoubleLine(text, GetCompletionIcon(IsQuestFlaggedCompleted(prereq.questID)));
				end
			end
		end

		-- Show Breadcrumb information
		if reference.isBreadcrumb then
			GameTooltip:AddLine(L["THIS_IS_BREADCRUMB"]);
			if reference.nextQuests then
				local isBreadcrumbAvailable = true;
				local nextq, nq = {};
				for i,nextQuestID in ipairs(reference.nextQuests) do
					if nextQuestID > 0 then
						nq = app.SearchForObject("questID", nextQuestID);
						-- existing quest group
						if nq then
							tinsert(nextq, nq);
						else
							tinsert(nextq, app.CreateQuest(questID));
						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(L["BREADCRUMB_PARTYSYNC"]);
				else
					-- The character wont be able to accept this quest without the help of a lower level character using Party Sync
					GameTooltip:AddLine(L["BREADCRUMB_PARTYSYNC_2"]);
				end
				for i,nquest in ipairs(nextq) do
					GameTooltip:AddLine("   " .. nquest.questID .. ": " .. nquest.text);
				end
			elseif not reference.DisablePartySync then
				-- There is no information about next quests that invalidates the breadcrumb
				GameTooltip:AddLine(L["BREADCRUMB_PARTYSYNC_3"]);
			end
		end

		-- Show lockout information about an Instance (Raid or Dungeon)
		local locks = reference.locks;
		if locks then
			if locks.encounters then
				GameTooltip:AddDoubleLine("Resets", date("%c", locks.reset));	-- TODO: localize this with format string, not just single word
				for encounterIter,encounter in pairs(locks.encounters) do
					GameTooltip:AddDoubleLine(" " .. encounter.name, GetCompletionIcon(encounter.isKilled));
				end
			else
				if reference.isLockoutShared and locks.shared then
					GameTooltip:AddDoubleLine("Shared", date("%c", locks.shared.reset));	-- TODO: localize this with format string, not just single word
					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
		end

		if reference.OnTooltip then reference:OnTooltip(GameTooltip); 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
			if reference.questID then
				GameTooltip:AddLine(L["QUEST_ROW_INSTRUCTIONS"], 1, 1, 1);
			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);
			elseif app.Settings:GetTooltipSetting("Show:TooltipHelp") then
				GameTooltip:AddLine(L["TOP_ROW_TO_LOCK"], 1, 1, 1);
			end
		end

		-- ROW DEBUGGING
		-- GameTooltip:AddDoubleLine("Self",tostring(reference));
		-- GameTooltip:AddLine("-- Ref Fields:");
		-- for key,val in pairs(reference) do
		-- 	GameTooltip:AddDoubleLine(key,tostring(val));
		-- end
		-- local fields = {
		-- 	"__type",
		-- };
		-- GameTooltip:AddLine("-- Extra Fields:");
		-- for _,key in ipairs(fields) do
		-- 	GameTooltip:AddDoubleLine(key,tostring(reference[key]));
		-- end
		-- GameTooltip:AddDoubleLine("Row Indent",tostring(CalculateRowIndent(reference)));
		-- END DEBUGGING

		-- 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
	tinsert(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 UpdateWindow(self, force, got)
	if self.data and app.IsReady then
		if app.Settings:GetTooltipSetting("Updates:AdHoc") then
			if force then
				self.HasPendingUpdate = true;
			end
			force = (force or self.HasPendingUpdate) and self:IsVisible();
		end
		-- print("Update:",self.Suffix or self.suffix, force and "FORCE", self:IsVisible() and "VISIBLE");
		if force or self:IsVisible() then
			if self.rowData then wipe(self.rowData);
			else self.rowData = {}; end
			self.data.expanded = true;
			if not self.doesOwnUpdate and
				(force or (self.shouldFullRefresh and self:IsVisible())) then
				-- print("UpdateGroups",self.suffix or self.Suffix)
				TopLevelUpdateGroup(self.data, self);
				self.HasPendingUpdate = nil;
				-- print("Done")
			end

			-- Should the groups in this window be expanded prior to processing the rows for display
			if self.ExpandInfo then
				-- print("ExpandInfo",self.Suffix,self.ExpandInfo.Expand,self.ExpandInfo.Manual)
				ExpandGroupsRecursively(self.data, self.ExpandInfo.Expand, self.ExpandInfo.Manual);
				self.ExpandInfo = nil;
			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 and self:IsVisible() then app:PlayCompleteSound(); end
						self.missingData = nil;
					end
					-- only add this info row if there is actually nothing visible in the list
					-- always a header row
					-- print("any data",#self.Container,#self.rowData,#self.data)
					if #self.rowData < 2 then
						tinsert(self.rowData, {
							["text"] = L["NO_ENTRIES"],
							["description"] = L["NO_ENTRIES_DESC"],
							["collectible"] = 1,
							["collected"] = 1,
							["back"] = 0.7
						});
					end
				else
					self.missingData = true;
				end
			else
				self.missingData = nil;
			end

			self:Refresh();
			return true;
		end
	end
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 }
};
-- allows resetting a given ATT window
function app:ResetWindow(suffix)
	app.Windows[suffix] = nil;
	app.print("Reset Window",suffix);
end
function app:GetWindow(suffix, parent, onUpdate)
	if app.GetCustomWindowParam(suffix, "reset") then
		app:ResetWindow(suffix);
	end
	local window = app.Windows[suffix];
	if not window then
		-- Create the window instance.
		-- print("Creating new Window Frame for",suffix)
		window = CreateFrame("FRAME", app:GetName() .. "-Window-" .. suffix, parent or UIParent, BackdropTemplateMixin and "BackdropTemplate");
		app.Windows[suffix] = window;
		window.Suffix = suffix;
		window.Refresh = Refresh;
		window.Toggle = Toggle;
		window.BaseUpdate = UpdateWindow;
		window.Update = onUpdate or app:CustomWindowUpdate(suffix) or UpdateWindow;
		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(app.asset("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();
		window:Update();
		app.ResetCustomWindowParam(suffix);
	end
	return window;
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);
				end
			end
		});
		allData.expanded = true;
		allData.icon = app.asset("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;

		-- Dungeons & Raids
		db = {};
		db.g = app.Categories.Instances;
		db.expanded = false;
		db.text = GROUP_FINDER;
		db.icon = app.asset("Category_D&R");
		tinsert(g, db);

		-- Zones
		if app.Categories.Zones then
			db = {};
			db.g = app.Categories.Zones;
			db.expanded = false;
			db.text = BUG_CATEGORY2;
			db.icon = app.asset("Category_Zones")
			tinsert(g, db);
		end

		-- World Drops
		if app.Categories.WorldDrops then
			db = {};
			db.g = app.Categories.WorldDrops;
			db.isWorldDropCategory = true;
			db.expanded = false;
			db.text = TRANSMOG_SOURCE_4;
			db.icon = app.asset("Category_WorldDrops");
			tinsert(g, db);
		end

		-- Group Finder
		if app.Categories.GroupFinder then
			db = {};
			db.g = app.Categories.GroupFinder;
			db.expanded = false;
			db.text = DUNGEONS_BUTTON;
			db.icon = app.asset("Category_GroupFinder")
			tinsert(g, db);
		end

		-- Achievements
		if app.Categories.Achievements then
			db = app.CreateNPC(-4);
			db.g = app.Categories.Achievements;
			db.expanded = false;
			db.text = TRACKER_HEADER_ACHIEVEMENTS;
			db.icon = app.asset("Category_Achievements")
			tinsert(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 = app.asset("Category_ExpansionFeatures");
			tinsert(g, db);
		end

		-- Holidays
		if app.Categories.Holidays then
			db = app.CreateNPC(-3);
			db.g = app.Categories.Holidays;
			db.icon = app.asset("Category_Holidays");
			db.isHolidayCategory = true;
			db.expanded = false;
			db.text = GetItemSubClassInfo(15,3);
			tinsert(g, db);
		end

		-- Events
		if app.Categories.WorldEvents then
			db = {};
			db.text = BATTLE_PET_SOURCE_7;
			db.description = "These events occur at different times in the game's timeline, typically as one time server wide events. Special celebrations such as Anniversary events and such may be found within this category.";
			db.icon = app.asset("Category_Event");
			db.g = app.Categories.WorldEvents;
			db.expanded = false;
			tinsert(g, db);
		end

		-- Promotions
		if app.Categories.Promotions then
			db = {};
			db.text = BATTLE_PET_SOURCE_8;
			db.description = "This section is for real world promotions that seeped extremely rare content into the game prior to some of them appearing within the In-Game Shop.";
			db.icon = app.asset("Category_Promo");
			db.g = app.Categories.Promotions;
			db.isPromotionCategory = true;
			db.expanded = false;
			tinsert(g, db);
		end

		-- Factions (Dynamic)
		--[[
		-- TODO: Not right now, we have a section already. Refactor that section and use this instead.
		local factionsCategory = {};
		factionsCategory.g = {};
		factionsCategory.factions = {};
		factionsCategory.expanded = false;
		factionsCategory.icon = app.asset("Category_Factions");
		factionsCategory.text = L["FACTIONS"];
		tinsert(g, factionsCategory);
		]]--

		-- Flight Paths (Dynamic)
		local flightPathsCategory = {};
		flightPathsCategory.g = {};
		flightPathsCategory.fps = {};
		flightPathsCategory.expanded = false;
		flightPathsCategory.icon = app.asset("Category_FlightPaths");
		flightPathsCategory.text = L["FLIGHT_PATHS"];
		tinsert(g, flightPathsCategory);

		-- Pet Battles
		if app.Categories.PetBattles then
			db = {};
			db.g = app.Categories.PetBattles;
			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 = app.asset("Category_PetBattles");
			tinsert(g, db);
		end

		-- PvP
		if app.Categories.PVP then
			db = {};
			db.g = app.Categories.PVP;
			db.isPVPCategory = true;
			db.expanded = false;
			db.text = STAT_CATEGORY_PVP;
			db.icon = app.asset("Category_PvP");
			tinsert(g, db);
		end

		-- Craftables
		if app.Categories.Craftables then
			db = {};
			db.g = app.Categories.Craftables;
			db.DontEnforceSkillRequirements = true;
			db.expanded = false;
			db.text = LOOT_JOURNAL_LEGENDARIES_SOURCE_CRAFTED_ITEM;
			db.icon = app.asset("Category_Crafting");
			tinsert(g, db);
		end

		-- Professions
		if app.Categories.Professions then
			db = {};
			db.g = app.Categories.Professions;
			db.expanded = false;
			db.text = TRADE_SKILLS;
			db.icon = app.asset("Category_Professions");
			db.description = "This section will only show your character's professions outside of Account and Debug Mode.";
			tinsert(g, db);
		end

		-- Secrets
		if app.Categories.Secrets then
			db = app.CreateNPC(-22);
			db.g = app.Categories.Secrets;
			db.expanded = false;
			tinsert(g, db);
		end

		-- Gear Sets
		if app.Categories.GearSets then
			db = {};
			db.g = app.Categories.GearSets;
			db.expanded = false;
			db.text = LOOT_JOURNAL_ITEM_SETS;
			db.icon = app.asset("Category_ItemSets");
			tinsert(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 = app.asset("Category_InGameShop");
			tinsert(g, db);
		end

		-- Black Market
		if app.Categories.BlackMarket then
			db = app.CreateNPC(-94);
			db.g = app.Categories.BlackMarket;
			db.expanded = false;
			db.text = BLACK_MARKET_AUCTION_HOUSE;
			db.icon = app.asset("Interface_Vendor"); -- Temporary
			tinsert(g, db);
		end

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

		-- Factions
		if app.Categories.Factions then
			db = app.CreateNPC(-6013);
			db.g = app.Categories.Factions;
			db.expanded = false;
			db.text = L["FACTIONS"];
			db.icon = app.asset("Category_Factions");
			tinsert(g, db);
		end

		-- Mounts
		if app.Categories.Mounts then
			db = {};
			db.g = app.Categories.Mounts;
			db.expanded = false;
			db.text = MOUNTS;
			db.icon = app.asset("Category_Mounts");
			db.sourceIgnored = true;
			tinsert(g, db);
		end

		-- Pet Journal
		if app.Categories.BattlePets then
			db = {};
			db.g = app.Categories.BattlePets;
			db.f = 101;
			db.expanded = false;
			db.text = AUCTION_CATEGORY_BATTLE_PETS;
			db.icon = app.asset("Category_PetJournal");
			for _,o in ipairs(db.g) do
				-- the raw pet journal listings
				if o.headerID == -797 then
					o.sourceIgnored = true;
				end
			end
			tinsert(g, db);
		end

		-- Titles
		if app.Categories.Titles then
			db = {};
			db.g = app.Categories.Titles;
			db.icon = app.asset("Category_Titles");
			db.expanded = false;
			db.text = "Titles";
			db.sourceIgnored = true;
			tinsert(g, db);
		end

		-- Toys
		if app.Categories.Toys then
			db = {};
			db.g = app.Categories.Toys;
			db.icon = app.asset("Category_ToyBox");
			db.expanded = false;
			db.f = 102;
			db.text = TOY_BOX;
			db.sourceIgnored = true;
			tinsert(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";
		tinsert(g, db);
		]]--

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

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

		-- Illusions (Dynamic)
		--[[ 9.1 TEST
		local illusionInfo = C_TransmogCollection.GetIllusionInfo(illusionID);
		local name, hyperlink = C_TransmogCollection.GetIllusionStrings(illusionID);
		if illusionInfo then
			return illusionInfo.visualID, name, hyperlink, illusionInfo.icon;
		end
		--]]
		--[[
		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)";
		tinsert(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)";
		tinsert(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)";
		tinsert(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)";
		tinsert(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)";
		tinsert(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
		tinsert(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
						insertionSort(sources, SortGearSetSources);
					end
				end
				insertionSort(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({ ["setID"] = 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({ ["setID"] = gearSet.setID, ["g"] = { } }, app.BaseGearSetSubHeader);
									tinsert(lastHeader and lastHeader.g or lastHeader, lastSubHeader);
									lastSubHeader = lastSubHeader;
									lastHeader.subheaders[subheader] = lastSubHeader;
								end
							else
								lastSubHeader = setmetatable({ ["setID"] = 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)());
		--]]


		--[[
		-- More attempts at dynamically built sections.
		-- Titles
		local titlesCategory = {};
		titlesCategory.g = {};
		titlesCategory.titles = {};
		titlesCategory.expanded = false;
		titlesCategory.text = PAPERDOLL_SIDEBAR_TITLES;
		titlesCategory.icon = app.asset("Category_Titles");
		table.insert(g, titlesCategory);

		-- Toys
		local toyCategory = {};
		toyCategory.g = {};
		toyCategory.toys = {};
		toyCategory.expanded = false;
		toyCategory.text = TOY_BOX;
		toyCategory.icon = app.asset("Category_ToyBox");
		table.insert(g, toyCategory);
		]]--

		-- Achievements (Dynamic!)
		--[[
		local achievementsCategory = app.CreateNPC(-4, {});
		achievementsCategory.expanded = false;
		achievementsCategory.achievements = {};
		table.insert(g, achievementsCategory);
		]]--

		-- Track Deaths!
		tinsert(g, app:CreateDeathClass());

		-- Yourself.
		tinsert(g, app.CreateUnit("player", {
			["description"] = L["DEBUG_LOGIN"],
			["races"] = { app.RaceIndex },
			["c"] = { app.ClassIndex },
			["r"] = app.FactionID,
			["collected"] = 1,
			["nmr"] = false,
			["OnUpdate"] = function(self)
				self.lvl = app.Level;
				if app.MODE_DEBUG then
					self.collectible = true;
				else
					self.collectible = false;
				end
			end
		}));

		-- 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 = app.asset("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) " .. app.Version;
		allData.title = L["UNSORTED_1"];
		allData.description = L["UNSORTED_DESC"];
		allData.visible = true;
		allData.progress = 0;
		allData.total = 0;
		local g, db = {};
		allData.g = g;

		-- Never Implemented Flight Paths (Dynamic)
		local flightPathsCategory_NYI = {};
		flightPathsCategory_NYI.g = {};
		flightPathsCategory_NYI.fps = {};
		flightPathsCategory_NYI.expanded = false;
		flightPathsCategory_NYI.icon = app.asset("Category_FlightPaths");
		flightPathsCategory_NYI.text = L["FLIGHT_PATHS"];

		-- Never Implemented
		if app.Categories.NeverImplemented then
			db = {};
			db.expanded = false;
			db.g = app.Categories.NeverImplemented;
			db.text = L["NEVER_IMPLEMENTED"];
			db.description = L["NEVER_IMPLEMENTED_DESC"];
			tinsert(g, db);
			tinsert(db.g, 1, flightPathsCategory_NYI);
		end

		-- Hidden Quest Triggers
		if app.Categories.HiddenQuestTriggers then
			db = {};
			db.expanded = false;
			db.g = app.Categories.HiddenQuestTriggers;
			db.text = L["HIDDEN_QUEST_TRIGGERS"];
			db.description = L["HIDDEN_QUEST_TRIGGERS_DESC"];
			tinsert(g, db);
		end

		-- Unsorted
		if app.Categories.Unsorted then
			db = {};
			db.g = app.Categories.Unsorted;
			db.expanded = false;
			db.text = L["UNSORTED_1"];
			db.description = L["UNSORTED_DESC_2"];
			tinsert(g, db);
		end
		BuildGroups(allData, allData.g);
		app:GetWindow("Unsorted").data = allData;
		CacheFields(allData);

		local buildCategoryEntry = function(self, headers, searchResults, inst)
			local header = self;
			for j,o in ipairs(searchResults) do
				if o.u and o.u == 1 then
					return nil;
				else
					for key,value in pairs(o) do rawset(inst, key, value); end
					if o.parent then
						if not o.sourceQuests then
							local questID = GetRelativeValue(o, "questID");
							if questID then
								if not inst.sourceQuests then
									inst.sourceQuests = {};
								end
								if not contains(inst.sourceQuests, questID) then
									tinsert(inst.sourceQuests, questID);
								end
							else
								local sourceQuests = GetRelativeValue(o, "sourceQuests");
								if sourceQuests then
									if not inst.sourceQuests then
										inst.sourceQuests = {};
										for k,questID in ipairs(sourceQuests) do
											tinsert(inst.sourceQuests, questID);
										end
									else
										for k,questID in ipairs(sourceQuests) do
											if not contains(inst.sourceQuests, questID) then
												tinsert(inst.sourceQuests, questID);
											end
										end
									end
								end
							end
						end

						if GetRelativeValue(o, "isHolidayCategory") then
							header = headers[-3];
							if not header then
								header = app.CreateNPC(-3);
								headers[-3] = header;
								tinsert(self.g, header);
								header.parent = self;
								header.g = {};
							end
						elseif GetRelativeValue(o, "isPromotionCategory") then
							header = headers["promo"];
							if not header then
								header = {};
								header.text = BATTLE_PET_SOURCE_8;
								header.icon = app.asset("Category_Promo");
								headers["promo"] = header;
								tinsert(self.g, header);
								header.parent = self;
								header.g = {};
							end
						elseif GetRelativeValue(o, "isPVPCategory") then
							header = headers["pvp"];
							if not header then
								header = {};
								header.text = PVP;
								header.icon = app.asset("Category_PvP");
								headers["pvp"] = header;
								tinsert(self.g, header);
								header.parent = self;
								header.g = {};
							end
						elseif o.parent.headerID == 0 or o.parent.headerID == -1 or o.parent.headerID == -82 or GetRelativeValue(o, "isWorldDropCategory") then
							header = headers["drop"];
							if not header then
								header = {};
								header.text = BATTLE_PET_SOURCE_1;
								header.icon = app.asset("Category_WorldDrops");
								headers["drop"] = header;
								tinsert(self.g, header);
								header.parent = self;
								header.g = {};
							end
						elseif o.parent.key == "npcID" then
							if GetRelativeValue(o, "headerID") == -2 then
								header = headers[-2];
								if not header then
									header = app.CreateNPC(-2);
									headers[-2] = header;
									tinsert(self.g, header);
									header.parent = self;
									header.g = {};
								end
							else
								header = headers["drop"];
								if not header then
									header = {};
									header.text = BATTLE_PET_SOURCE_1;
									header.icon = app.asset("Category_WorldDrops");
									headers["drop"] = header;
									tinsert(self.g, header);
									header.parent = self;
									header.g = {};
								end
							end
						elseif o.parent.key == "categoryID" then
							header = headers["crafted"];
							if not header then
								header = {};
								header.text = LOOT_JOURNAL_LEGENDARIES_SOURCE_CRAFTED_ITEM;
								header.icon = app.asset("Category_Crafting");
								headers["crafted"] = header;
								tinsert(self.g, header);
								header.parent = self;
								header.g = {};
							end
						else
							local headerID = GetDeepestRelativeValue(o, "headerID");
							if headerID then
								header = headers[headerID];
								if not header then
									header = app.CreateNPC(headerID);
									headers[headerID] = header;
									tinsert(self.g, header);
									header.parent = self;
									header.g = {};
								end
							end
						end
					end
				end
			end
			inst.parent = header;
			inst.progress = nil;
			inst.total = nil;
			inst.g = nil;
			tinsert(inst.parent.g, inst);
			return inst;
		end

		-- Update Achievement data.
		--[[
		local function cacheAchievementData(self, categories, g)
			if g then
				for i,o in ipairs(g) do
					if o.achievementCategoryID then
						categories[o.achievementCategoryID] = o;
						if not o.g then
							o.g = {};
						else
							cacheAchievementData(self, categories, o.g);
						end
					elseif o.achievementID then
						self.achievements[o.achievementID] = o;
					end
				end
			end
		end
		local function getAchievementCategory(categories, achievementCategoryID)
			local c = categories[achievementCategoryID];
			if not c then
				c = app.CreateAchievementCategory(achievementCategoryID);
				categories[achievementCategoryID] = c;
				c.g = {};

				local p = getAchievementCategory(categories, c.parentCategoryID);
				if not p.g then p.g = {}; end
				table.insert(p.g, c);
				c.parent = p;
			end
			return c;
		end
		local function achievementSort(a, b)
			if a.achievementCategoryID then
				if b.achievementCategoryID then
					return a.achievementCategoryID < b.achievementCategoryID;
				end
				return true;
			elseif b.achievementCategoryID then
				return false;
			end
			return sortByNameSafely(a, b);
		end;
		achievementsCategory.OnUpdate = function(self)
			local categories = {};
			categories[-1] = self;
			cacheAchievementData(self, categories, self.g);
			for i,_ in pairs(fieldCache["achievementID"]) do
				if not self.achievements[i] then
					local achievement = app.CreateAchievement(tonumber(i));
					for j,o in ipairs(_) do
						for key,value in pairs(o) do rawset(achievement, key, value); end
						if o.parent and not o.sourceQuests then
							local questID = GetRelativeValue(o, "questID");
							if questID then
								if not achievement.sourceQuests then
									achievement.sourceQuests = {};
								end
								if not contains(achievement.sourceQuests, questID) then
									tinsert(achievement.sourceQuests, questID);
								end
							else
								local sourceQuests = GetRelativeValue(o, "sourceQuests");
								if sourceQuests then
									if not achievement.sourceQuests then
										achievement.sourceQuests = {};
										for k,questID in ipairs(sourceQuests) do
											tinsert(achievement.sourceQuests, questID);
										end
									else
										for k,questID in ipairs(sourceQuests) do
											if not contains(achievement.sourceQuests, questID) then
												tinsert(achievement.sourceQuests, questID);
											end
										end
									end
								end
							end
						end
					end
					self.achievements[i] = achievement;
					achievement.progress = nil;
					achievement.total = nil;
					achievement.g = nil;
					achievement.parent = getAchievementCategory(categories, achievement.parentCategoryID);
					if not achievement.u or achievement.u ~= 1 then
						tinsert(achievement.parent.g, achievement);
					end
				end
			end
			insertionSort(self.g, achievementSort, true);
		end
		achievementsCategory:OnUpdate();
		]]--

		-- Update Faction data.
		--[[
		-- TODO: Make a dynamic Factions section. It works, but we have one already, so we don't need it.
		factionsCategory.OnUpdate = function(self)
			for i,_ in pairs(fieldCache["factionID"]) do
				if not self.factions[i] then
					local faction = app.CreateFaction(tonumber(i));
					for j,o in ipairs(_) do
						if o.key == "factionID" then
							for key,value in pairs(o) do rawset(faction, key, value); end
						end
					end
					faction.progress = nil;
					faction.total = nil;
					faction.g = nil;
					self.factions[i] = faction;
					if not faction.u or faction.u ~= 1 then
						faction.parent = self;
						tinsert(self.g, faction);
					end
					CacheFields(faction);
				end
			end
			insertionSort(self.g, function(a, b)
				return a.text < b.text;
			end);
		end
		factionsCategory:OnUpdate();
		]]--

		-- Update Flight Path data.
		flightPathsCategory.OnUpdate = function(self)
			for i,_ in pairs(fieldCache["flightPathID"]) do
				if not self.fps[i] then
					local fp = app.CreateFlightPath(tonumber(i));
					for j,o in ipairs(_) do
						for key,value in pairs(o) do rawset(fp, key, value); end
					end
					self.fps[i] = fp;
					fp.g = nil;
					fp.maps = nil;
					if not fp.u or fp.u ~= 1 then
						fp.parent = self;
						tinsert(self.g, fp);
					else
						fp.parent = flightPathsCategory_NYI;
						tinsert(flightPathsCategory_NYI.g, fp);
					end
					-- Make sure the sourced FP data exists in the cache DB so it doesn't show *NEW*
					if not app.FlightPathDB[i] then app.FlightPathDB[i] = _; end
				end
			end
			-- will only run once per session and return true the first time it is called
			if app.CacheFlightPathData() then
				for i,_ in pairs(app.FlightPathDB) do
					if not self.fps[i] then
						local fp = app.CreateFlightPath(tonumber(i));
						self.fps[i] = fp;
						if not fp.u or fp.u ~= 1 then
							app.print("Flight Path needs Source!",i,fp.name)
							fp.parent = self;
							tinsert(self.g, fp);
						else
							fp.parent = flightPathsCategory_NYI;
							tinsert(flightPathsCategory_NYI.g, fp);
						end
					end
				end
			end
			insertionSort(self.g, function(a, b)
				return a.name < b.name;
			end);
		end;
		flightPathsCategory:OnUpdate();
		-- Needed for externally updating only this group when collecting a flight path since the records are not cached
		app.FlightPathsCategory = flightPathsCategory;

		-- Update Title data.
		if titlesCategory then
			titlesCategory.OnUpdate = function(self)
				local headers, header = {};
				for i,header in ipairs(self.g) do
					if header.headerID and header.key == "headerID" then
						headers[header.headerID] = header;
						if not header.g then
							header.g = {};
						end
					end
				end
				for i,_ in pairs(fieldCache["titleID"]) do
					if not self.titles[i] then
						self.titles[i] = buildCategoryEntry(self, headers, _, app.CreateTitle(tonumber(i)));
					end
				end
				insertionSort(self.g, sortByTextSafely);
				for i,header in pairs(headers) do
					if not header.ignoreSort then
						insertionSort(header.g, sortByTextSafely);
					end
				end
				for i=#self.g,1,-1 do
					header = self.g[i];
					if header.g and #header.g < 1 and header.headerID and header.key == "headerID" then
						headers[header.headerID] = nil;
						table.remove(self.g, i);
					end
				end
			end
			titlesCategory:OnUpdate();
		end

		-- Update Toy data.
		if toyCategory then
			toyCategory.OnUpdate = function(self)
				local headers = {};
				for i,header in ipairs(self.g) do
					if header.headerID and header.key == "headerID" then
						headers[header.headerID] = header;
						if not header.g then
							header.g = {};
						end
					end
				end
				for i,_ in pairs(fieldCache["toyID"]) do
					if not self.toys[i] then
						self.toys[i] = buildCategoryEntry(self, headers, _, app.CreateToy(tonumber(i)));
					end
				end
				insertionSort(self.g, sortByTextSafely);
				for i,header in pairs(headers) do
					insertionSort(header.g, sortByTextSafely);
				end
			end
			toyCategory:OnUpdate();
		end

		-- Perform Heirloom caching/upgrade generation
		app.CacheHeirlooms();

		-- StartCoroutine("VerifyRecursionUnsorted", function() app.VerifyCache(); end, 5);
	end
	app.GetDataCache = function()
		return app:GetWindow("Prime").data;
	end
	return allData;
end

-- Collection Window Creation
app._RefreshData = function()
	-- print("_RefreshData",app.refreshDataForce and "FORCE", app.refreshDataGot and "COLLECTED")
	-- Send an Update to the Windows to Rebuild their Row Data
	if app.refreshDataForce then
		app.refreshDataForce = nil;
		app:GetDataCache();

		-- Refresh all Quests without callback
		RefreshQuestCompletionState();

		-- Reapply custom collects
		app.RefreshCustomCollectibility();

		-- Forcibly update the windows.
		app._UpdateWindows(true, app.refreshDataGot);
	else
		app._UpdateWindows(nil, app.refreshDataGot);
	end
	app.refreshDataQueued = nil;
	app.refreshDataGot = nil;

	-- 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
function app:RefreshData(lazy, got, manual)
	-- print("RefreshData",lazy and "LAZY", got and "COLLECTED", manual and "MANUAL")
	app.refreshDataForce = app.refreshDataForce or not lazy;
	app.refreshDataGot = app.refreshDataGot or got;
	app.refreshDataQueued = true;

	-- Don't refresh if not ready
	if not app.IsReady then
		-- print("Not ready, .1sec self callback")
		DelayedCallback(app.RefreshData, 0.1, self, lazy);
	elseif manual then
		-- print("manual refresh after combat")
		AfterCombatCallback(app._RefreshData);
	else
		-- print(".5sec delay callback")
		AfterCombatOrDelayedCallback(app._RefreshData, 0.5);
	end
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, response, v;
		for i,group in ipairs(groups) do
			v = group[field];
			response = nil;
			if v and (v == value or (field == "requireSkill" and app.SpellIDToSkillID[app.SpecializationSpellIDs[v] or 0] == value)) then
				-- some recipes are faction locked and cannot be learned by the current character, so don't include them if specified
				if not app.BuildSearchResponse_IgnoreUnavailableRecipes or not group.spellID or app.FilterItemClass_IgnoreBoEFilter(group) then
					if t then tinsert(t, CreateObject(group));
					else t = { CreateObject(group) }; end
				end
			elseif group.g then
				response = app:BuildSearchResponse(group.g, field, value);
				if response then
					local groupCopy = {};
					-- copy direct group values only
					MergeProperties(groupCopy, group);
					-- no need to clone response, since it is already cloned above
					groupCopy.g = response;
					-- if the group itself does not meet the field/value expectation, force it to be uncollectible
					if groupCopy.field ~= value then groupCopy.collectible = false; end
					if t then tinsert(t, groupCopy);
					else t = { groupCopy }; end
				end
			end
		end
		return t;
	end
end

-- Store the Custom Windows Update functions which are required by specific Windows
(function()
local customWindowUpdates = { params = {} };
-- Returns the Custom Update function based on the Window suffix if existing
function app:CustomWindowUpdate(suffix)
	return customWindowUpdates[suffix];
end
-- Retrieves the value of the specific attribute for the given window suffix
app.GetCustomWindowParam = function(suffix, name)
	local params = customWindowUpdates.params;
	if params[suffix] then return params[suffix][name] end
end
-- Defines the value of the specific attribute for the given window suffix
app.SetCustomWindowParam = function(suffix, name, value)
	local params = customWindowUpdates.params;
	if params[suffix] then params[suffix][name] = value;
	else params[suffix] = { [name] = value } end
end
-- Removes the custom attributes for a given window suffix
app.ResetCustomWindowParam = function(suffix)
	customWindowUpdates.params[suffix] = nil;
end
customWindowUpdates["AuctionData"] = function(self)
	if not self.initialized then
		local C_AuctionHouse_ReplicateItems = C_AuctionHouse.ReplicateItems;
		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
								tinsert(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;
						return true;
					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

						-- Only allow a scan once every 15 minutes.
						local cooldown, now = GetDataMember("AuctionScanCooldownTime", 0), time();
						if cooldown - now < 0 then
							SetDataMember("AuctionScanCooldownTime", time() + 900);
							auctionFrame:RegisterEvent("REPLICATE_ITEM_LIST_UPDATE");
							C_AuctionHouse_ReplicateItems();
						else
							app.print(": Throttled scan! Please wait " .. RoundNumber(cooldown - now, 0) .. " before running another. Loading last save instead...");
							StartCoroutine("ProcessAuctionData", app.ProcessAuctionData, 1);
						end
					end,
					['OnUpdate'] = app.AlwaysShowUpdate,
				},
				{
					["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.MODE_DEBUG then
							-- Novaplane made me do it
							data.trackable = true;
							data.saved = true;
						else
							data.trackable = nil;
							data.saved = nil;
						end
						return true;
					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.MODE_ACCOUNT then
							data.trackable = true;
							data.saved = true;
						else
							data.trackable = nil;
							data.saved = nil;
						end
						return true;
					end,
				},
				{
					["text"] = "Toggle Faction Mode",
					["icon"] = "INTERFACE/ICONS/INV_Scarab_Crystal",
					["description"] = "Click this button to toggle faction mode to show everything for your faction!",
					["visible"] = true,
					["OnClick"] = function()
						app.Settings:ToggleFactionMode();
					end,
					['OnUpdate'] = function(data)
						if app.MODE_DEBUG or not app.MODE_ACCOUNT then
							data.visible = false;
						else
							data.visible = true;
							if app.Settings:Get("FactionMode") then
								data.trackable = true;
								data.saved = true;
							else
								data.trackable = nil;
								data.saved = nil;
							end
						end
						return true;
					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 show = not app.Settings:GetValue("Unobtainable", 7);
						app.Settings:SetValue("Unobtainable", 7, show);
						for k,v in pairs(L["UNOBTAINABLE_ITEM_REASONS"]) do
							if v[1] == 1 or v[1] == 2 or v[1] == 3 then
								if k ~= 7 then
									app.Settings:SetValue("Unobtainable", k, show);
								end
							end
						end
						app.Settings:Refresh();
						app:RefreshData();
					end,
					['OnUpdate'] = function(data)
						data.visible = true;
						if app.Settings:GetValue("Unobtainable", 7) then
							data.trackable = true;
							data.saved = true;
						else
							data.trackable = nil;
							data.saved = nil;
						end
						return true;
					end,
				},
			},
			["g"] = {}
		};
		for i,option in ipairs(self.data.options) do
			tinsert(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);
	TopLevelUpdateGroup(self.data, self);
	self.data.visible = true;
	self:BaseUpdate(true);
end;
customWindowUpdates["Bounty"] = function(self, force, got)
	if not self.initialized then
		self.initialized = true;
		self.data = {
			['text'] = L["BOUNTY"],
			['icon'] = "Interface\\Icons\\INV_BountyHunting.blp",
			["description"] = L["BOUNTY_DESC"],
			['visible'] = true,
			['expanded'] = true,
			['indent'] = 0,
			['g'] = {
				{
					['text'] = L["OPEN_AUTOMATICALLY"],
					['icon'] = "Interface\\Icons\\INV_Misc_Note_01",
					['description'] = L["OPEN_AUTOMATICALLY_DESC"],
					['visible'] = true,
					['OnUpdate'] = app.AlwaysShowUpdate,
					['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.CreateNPC(-34, {
					['description'] = L["TWO_CLOAKS"],
					['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'] = L["OGOM_THE_MANGLER_DESC"],
						['g'] = {
							app.CreateItemSource(67041, 119366),
						},
					}),
				}),
			},
		};
		BuildGroups(self.data, self.data.g);
		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, ...)
			self:UnregisterEvent("VARIABLES_LOADED");
			Callback(RefreshBounties);
		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;
		self.data.visible = true;
		self:BaseUpdate(true, got);
	end
end;
customWindowUpdates["CosmicInfuser"] = function(self, force)
	if self:IsVisible() then
		if not self.initialized then
			self.initialized = true;
			force = 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'] = app.AlwaysShowUpdate,
				['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'] = app.AlwaysShowUpdate,
					},
				},
			};
			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
								-- TODO: add logic to right-click to set the minilist to this mapID, for testing
								mapObject = { ["mapID"] = parentMapID, ["collectible"] = true, ["g"] = { mapObject } };
								parentMapID = mapInfo.parentMapID;
							else
								break;
							end
						end

						-- Merge it into the listing.
						NestObject(self.data, mapObject, true);
					end
				end

				self:Update(true);
			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);
		self:BaseUpdate(force);
	end
end;
customWindowUpdates["CurrentInstance"] = function(self, force, got)
	if not self.initialized then
		force = true;
		self.initialized = true;
		self.openedOnLogin = false;
		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)
			-- print("SetMapID",mapID)
			self.mapID = mapID;
			self:SetVisible(true);
			self:Update();
		end
		-- Returns the consolidated data format for the next header level
		-- Headers are forced not collectible, and will have their content sorted, and can be copied from the existing Source header
		local function CreateHeaderData(group, header)
			-- copy an uncollectible version of the existing header
			if header then
				header = CreateObject(header, true);
				header.g = { group };
				header.sort = true;
				header.collectible = false;
				-- header groups in minilist shouldn't be attached to some random other source location
				-- since they will be comprised of groups from many different source locations
				header.sourceParent = nil;
				return header;
			else
				return { g = { group }, ["sort"] = true, ["collectible"] = false, };
			end
		end
		-- set of keys for headers which can be nested in the minilist automatically, but not as a direct top header
		local subGroupKeys = {
			["filterID"] = app.CreateFilter,
			["professionID"] = app.CreateProfession,
			["raceID"] = app.CreateRace,
			["holidayID"] = app.CreateHoliday,
		};
		-- Keep a static collection of top-level groups in the list so they can just be referenced for adding new
		local topHeaders = {
		-- ACHIEVEMENTS = -4
			[-4] = "achievementID",
		-- BUILDINGS = -99;
			[-99] = true,
		-- COMMON_BOSS_DROPS = -1;
			[-1] = true,
		-- FACTIONS = -6013;
			[-6013] = "factionID",
		-- FLIGHT_PATHS = -228;
			[-228] = "flightPathID",
		-- HOLIDAY = -3;
			[-3] = "holidayID",
		-- PROFESSIONS = -38;
			[-38] = "professionID",
		-- QUESTS = -17;
			[-17] = "questID",
		-- RARES = -16;
			[-16] = true,
		-- SECRETS = -22;
			[-22] = true,
		-- TREASURES = -212;
			[-212] = "objectID",
		-- VENDORS = -2;
			[-2] = true,
		-- ZONE_DROPS = 0;
			[0] = true,
		};
		-- Headers possible in a hierarchy that should just be ignored
		local ignoredHeaders = {
		-- GARRISONS
			[-9966] = true,
		};
		self.Rebuild = function(self)
			-- print("Rebuild",self.mapID);
			-- check if this is the same 'map' for data purposes
			if self:IsSameMapData() then
				self.data.mapID = self.mapID;
				return;
			end
			local results = SearchForField("mapID", self.mapID);
			if results then
				-- print(#results,"individual minilist results",self.mapID)
				-- Simplify the returned groups
				local groups, nested = {};
				local header = app.CreateMap(self.mapID, { g = groups });
				for _,group in ipairs(results) do
					-- do not use any raw Source groups in the final list
					group = CreateObject(group);
					-- print(group.key,group.key and group[group.key],group.text)
					nested = nil;

					-- 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, "headerID", -496) and GetRelativeValue(group, "difficultyID");

					if group.instanceID or group.mapID or group.key == "classID" then
						-- only if this group mapID matches the minilist mapID directly or by maps
						if group.mapID == self.mapID or (group.maps and contains(group.maps, self.mapID)) then
							MergeProperties(header, group, true);
							if group.g then
								MergeObjects(groups, group.g);
							end
							group = nil;
						end
					else
						-- Get the header chain for the group
						local topHeader;
						local nextParent, headerID = group.parent;

						-- Pre-nest some groups based on their type after grabbing the parent
						-- Achievements / Achievement / Criteria
						if group.key == "criteriaID" and group.achievementID then
							-- print("pre-nest achieve",group.criteriaID, group.achievementID)
							group = app.CreateAchievement(group.achievementID, CreateHeaderData(group));
						end

						-- Building the header chain for each mapped Thing
						while nextParent do
							headerID = nextParent.headerID;
							if headerID then
								-- This matches a top-level header, track that top-level header at the highest point
								if topHeaders[headerID] then
									-- already found a matching header, then nest it before switching
									if topHeader then
										group = CreateHeaderData(group, topHeader);
									end
									topHeader = nextParent;
								elseif not ignoredHeaders[headerID] then
									group = CreateHeaderData(group, nextParent);
									nested = true;
								end
							else
								for hkey,hf in pairs(subGroupKeys) do
									if nextParent[hkey] then
										-- create the specified group Type header
										group = CreateHeaderData(group, nextParent);
										nested = true;
										break;
									end
								end
							end
							nextParent = nextParent.parent;
						end
						-- Create/match the header chain for the zone list assuming it matches one of the allowed top headers
						if topHeader then
							group = CreateHeaderData(group, topHeader);
							nested = true;
						end
					end

					-- couldn't nest this thing using custom headers, try to use the key of the group to figure it out
					if not nested and group then
						local groupKey = group.key;
						-- print("manual nest by type",group.key,group.key and group[group.key])
						for headerID,key in pairs(topHeaders) do
							if groupKey == key then
								-- print("nest as",headerID)
								group = app.CreateNPC(headerID, CreateHeaderData(group));
								nested = true;
								break;
							end
						end
						-- really really special cases...
						-- Battle Pets get a raw Filter group
						if not nested and groupKey == "speciesID" then
							group = app.CreateFilter(101, CreateHeaderData(group));
						end
						-- otherwise the group itself will be the topHeader in the minilist, and its content will be sorted since it may be merging with an existing group
						group.sort = true;
						nested = true;
					end

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

				-- Check for timewalking difficulty objects
				for _,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.headerID and subgroup.headerID == -1 then
									cbdIndex = j;
									break;
								end
							end

							-- Push the Common Boss Drop header to the top.
							if cbdIndex > -1 then
								tinsert(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.headerID and subgroup.headerID == 0 then
									cbdIndex = j;
									break;
								end
							end

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

				if self.data then wipe(self.data); end
				-- Swap out the map data for the header.
				self.data = header;
				self.data.u = nil;
				self.data.mapID = self.mapID;
				self.data.visible = true;
				setmetatable(self.data,
					self.data.instanceID and app.BaseInstance
					or self.data.classID and app.BaseCharacterClass
					or self.data.achID and app.BaseMapWithAchievementID or app.BaseMap);

				-- sort only the top layer of groups if not in an instance, force visible so sort goes through
				-- print(GetInstanceInfo());
				-- sort top level by name if not in an instance
				if not self.data.instanceID then
					SortGroup(self.data, "name");
				end
				-- and conditionally sort the entire list (sort groups which contain 'mapped' content)
				SortGroup(self.data, "name", nil, true, "sort");

				-- Expand all symlinks in the minilist for clarity
				FillSymLinks(self.data, true);
				-- Fill purchasable things under any currency from this zone
				-- TODO: this is really weird in Dalaran with ICC tier pieces...
				FillPurchases(self.data);

				-- Check to see completion...
				-- print("build groups");
				BuildGroups(self.data, self.data.g);
				-- print("update groups");

				local expanded;
				-- 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, true); expanded = true; end
								elseif row.expanded then
									ExpandGroupsRecursively(row, false, true);
								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(L["DIFF_COMPLETED_1"] .. other .. L["DIFF_COMPLETED_2"]);
						end
					end
				end

				-- check to expand groups after they have been built and updated
				-- dont re-expand if the user has previously full-collapsed the minilist
				-- need to force expand if so since the groups haven't been updated yet
				if not expanded and not self.fullCollapsed then
					self.ExpandInfo = { Expand = true };
				end
			else
				-- If we don't have any data cached for this mapID and it exists in game, report it to the chat window.
				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(self.mapID, {
					["text"] = L["MINI_LIST"] .. " [" .. self.mapID .. "]",
					["icon"] = "Interface\\Icons\\INV_Misc_Map06.blp",
					["description"] = L["MINI_LIST_DESC"],
					["visible"] = true,
					["expanded"] = true,
					["g"] = {
						{
							["text"] = L["UPDATE_LOCATION_NOW"],
							["icon"] = "Interface\\Icons\\INV_Misc_Map_01",
							["description"] = L["UPDATE_LOCATION_NOW_DESC"],
							["OnClick"] = function(row, button)
								Push(self, "ResetMapID", function() self.displayedMapID = -1; self:SetMapID(app.GetCurrentMapID()) end);
								return true;
							end,
							["OnUpdate"] = app.AlwaysShowUpdate,
						},
					},
				});
				BuildGroups(self.data, self.data.g);
			end
			-- Make sure to scroll to the top when being rebuilt
			self.ScrollBar:SetValue(1);
			return true;
		end
		local function OpenMiniList(id, show)
			-- print("OpenMiniList",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;
			-- force update when showing the minilist
			Callback(self.Update, self, true);
		end
		local function OpenMiniListForCurrentZone()
			OpenMiniList(app.GetCurrentMapID(), true);
		end
		local function RefreshLocation()
			-- Acquire the new map ID.
			local mapID = app.GetCurrentMapID();
			if not mapID or mapID < 0 then
				AfterCombatCallback(RefreshLocation);
				return;
			end
			OpenMiniList(mapID);
		end
		local function ToggleMiniListForCurrentZone()
			local self = app:GetWindow("CurrentInstance");
			if self:IsVisible() then
				self:Hide();
			else
				OpenMiniListForCurrentZone();
			end
		end
		local function LocationTrigger()
			if app.InWorld and app.IsReady and (app.Settings:GetTooltipSetting("Auto:MiniList") or app:GetWindow("CurrentInstance"):IsVisible()) then
				AfterCombatCallback(RefreshLocation);
			end
		end
		app.OpenMiniListForCurrentZone = OpenMiniListForCurrentZone;
		app.ToggleMiniListForCurrentZone = ToggleMiniListForCurrentZone;
		app.LocationTrigger = LocationTrigger;
		self:SetScript("OnEvent", function(self, e, ...)
			-- print("LocationTrigger",e,...);
			LocationTrigger();
		end);
		self:RegisterEvent("NEW_WMO_CHUNK");
		self:RegisterEvent("WAYPOINT_UPDATE");
		self:RegisterEvent("SCENARIO_UPDATE");
		self:RegisterEvent("ZONE_CHANGED_INDOORS");
		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;
			force = self:Rebuild();
		end
		self.data.back = 1;
		self.data.indent = 0;
		self.data.visible = true;
		self:BaseUpdate(force or got, got);
	end
end;
customWindowUpdates["ItemFilter"] = function(self)
	if self:IsVisible() then
		if not self.initialized then
			self.initialized = true;
			self.dirty = true;

			-- Item Filter
			local actions = {
				['text'] = L["ITEM_FILTER_TEXT"],
				['icon'] = "Interface\\Icons\\Achievement_Dungeon_HEROIC_GloryoftheRaider",
				["description"] = L["ITEM_FILTER_DESCRIPTION"],
				['visible'] = true,
				['expanded'] = true,
				['back'] = 1,
				['OnUpdate'] = function(data)
					if not self.dirty then return nil; end
					self.dirty = nil;

					local g = {};
					tinsert(g, 1, data.setItemFilter);
					if data.results and #data.results > 0 then
						for i,result in ipairs(data.results) do
							tinsert(g, result);
						end
					end
					data.g = g;

					-- Update the groups without forcing Debug Mode.
					local visibilityFilter = app.VisibilityFilter;
					app.VisibilityFilter = app.ObjectVisibilityFilter;
					data.progress = 0;
					data.total = 0;
					self.ExpandInfo = { Expand = true };
					BuildGroups(data, data.g);
					self:BaseUpdate(true);
					app.VisibilityFilter = visibilityFilter;
				end,
				['g'] = {},
				['results'] = {},
				['setItemFilter'] = {
					['text'] = L["ITEM_FILTER_BUTTON_TEXT"],
					['icon'] = "Interface\\Icons\\INV_MISC_KEY_12",
					['description'] = L["ITEM_FILTER_BUTTON_DESCRIPTION"],
					['visible'] = true,
					['OnClick'] = function(row, button)
						app:ShowPopupDialogWithEditBox(L["ITEM_FILTER_POPUP_TEXT"], "", function(text)
							text = string.lower(text);
							local f = tonumber(text);
							if tostring(f) ~= text then
								-- The string form did not match, the filter must have been by name.
								for id,filter in pairs(L["FILTER_ID_TYPES"]) do
									if string.match(string.lower(filter), text) then
										f = tonumber(id);
										break;
									end
								end
							end
							if f then
								self.data.results = app:BuildSearchResponse(app:GetWindow("Prime").data.g, "f", f);
								row.ref.f = f;
								self.dirty = true;
							end
							wipe(searchCache);
							self:Update();
						end);
						return true;
					end,
					['OnUpdate'] = app.AlwaysShowUpdate,
				},
			};

			self.Reset = function()
				self.data = actions;
			end

			-- Setup Event Handlers and register for events
			self:SetScript("OnEvent", function(self, e, ...)
				self.dirty = true;
				self:Update();
			end);
			self:Reset();
		end

		-- Update the window and all of its row data
		if self.data.OnUpdate then self.data.OnUpdate(self.data, self); end
		-- soft update since collection content isn't changing within the window normally
		self:BaseUpdate();
	end
end;
customWindowUpdates["ItemFinder"] = function(self, ...)
	if self:IsVisible() then
		if not self.initialized then
			app.MaximumItemInfoRetries = 30;
			self.doesOwnUpdate = true;
			self.initialized = true;
			self.Limit = 200000;
			self.PartitionSize = 1000;
			local db = {};
			local CleanUpHarvests = function()
				local g, partition, pg, pgcount, refresh = self.data.g;
				local count = g and #g or 0;
				if count > 0 then
					for p=count,1,-1 do
						partition = g[p];
						if partition.g and partition.expanded then
							refresh = true;
							pg = partition.g;
							pgcount = #pg;
							-- print("UpdateDone.Partition",partition.text,pgcount)
							if pgcount > 0 then
								for i=pgcount,1,-1 do
									if pg[i].collected then
										-- item harvested, so remove it
										-- print("remove",pg[i].text)
										table.remove(pg, i);
									end
								end
							else
								-- empty partition, so remove it
								table.remove(g, p);
							end
						end
					end
					if refresh then
						-- refresh the window again
						self:BaseUpdate();
					else
						-- otherwise stop until a group is expanded again
						self.UpdateDone = nil;
					end
				end
			end;
			-- add a bunch of raw, delay-loaded quests in order into the window
			local groupCount = self.Limit / self.PartitionSize - 1;
			local g, overrides = {}, {visible=true};
			local partition, partitionStart, partitionGroups;
			local dlo, obj = app.DelayLoadedObject, app.CreateItemHarvester;
			for j=0,groupCount,1 do
				partitionStart = j * self.PartitionSize;
				partitionGroups = {};
				-- define a sub-group for a range of quests
				partition = {
					["text"] = tostring(partitionStart + 1).."+",
					["icon"] = app.asset("Interface_Quest_header"),
					["visible"] = true,
					["OnClick"] = function(row, button)
						-- assign the clean up method now that the group was clicked
						self.UpdateDone = CleanUpHarvests;
						-- no return so that it acts like a normal row
					end,
					["g"] = partitionGroups,
				};
				for i=1,self.PartitionSize,1 do
					tinsert(partitionGroups, dlo(obj, "text", overrides, partitionStart + i));
				end
				tinsert(g, partition);
			end
			db.g = g;
			db.text = "Item Harvester";
			db.icon = "Interface\\Icons\\Achievement_Dungeon_GloryoftheRaider";
			db.description = "This is a contribution debug tool. NOT intended to be used by the majority of the player base.\n\nExpand a group to harvest the 1,000 Items within that range.";
			db.visible = true;
			db.expanded = true;
			db.back = 1;
			self.data = db;
		end
		self:BaseUpdate(true);
	end
end;
customWindowUpdates["Harvester"] = function(self)
	if self:IsVisible() then
		if not self.initialized then
			self.initialized = true;
			self.doesOwnUpdate = true;
			-- ensure Debug is enabled to fully capture all information
			if not app.MODE_DEBUG then
				app.print("Enabled Debug Mode");
				self.forcedDebug = true;
				app.Settings:ToggleDebugMode();
			end

			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 harvested = {};
			local minID,maxID,oldRetries = app.customHarvestMin or self.min,app.customHarvestMax or self.max,app.MaximumItemInfoRetries;
			self.min = minID;
			self.max = maxID;
			app.MaximumItemInfoRetries = 10;
			-- Put all known Items which do not have a valid SourceID into the Window to be Harvested
			for itemID,groups in pairs(fieldCache["itemID"]) do
				-- ignore items that dont meet the customHarvest range if specified
				if (not minID or minID <= itemID) and (not maxID or itemID <= maxID) then
					-- clean any cached modID from the itemID
					itemID = GetItemIDAndModID(itemID);
					-- print("Checking for Source",itemID)
					for i,group in ipairs(groups) do
						-- only use the matching cached Item
						if group.itemID == itemID and not harvested[group.modItemID or itemID] then
							harvested[group.modItemID or itemID] = true;
							-- print("sourceID harvest",group.modItemID)
							if group.bonusID then
								-- Harvest using a BonusID?
								-- print("Check w/ Bonus",itemID,group.bonusID)
								if (not VerifySourceID(group)) then
									-- print("Harvest w/ Bonus",itemID,group.bonusID)
									tinsert(db.g, app.CreateItem(tonumber(itemID), {visible = true, reSource = true, s = group.s, itemID = tonumber(itemID), modID = group.modID, bonusID = group.bonusID}));
								end
							elseif group.modID then
								-- Harvest using a ModID?
								-- print("Check w/ Mod",itemID,group.modID)
								if (not VerifySourceID(group)) then
									-- print("Harvest w/ Mod",itemID,group.modID)
									tinsert(db.g, app.CreateItem(tonumber(itemID), {visible = true, reSource = true, s = group.s, itemID = tonumber(itemID), modID = group.modID}));
								end
							else
								-- Harvest with no special ID?
								-- print("Check Base",itemID)
								if (not VerifySourceID(group)) then
									-- print("Harvest",itemID)
									tinsert(db.g, app.CreateItem(tonumber(itemID), {visible = true, reSource = true, s = group.s, itemID = tonumber(itemID)}));
								end
							end
						-- else print("Cached skip",group.key,group[group.key]);
						end
					end
				end
			end
			wipe(harvested);
			-- remove the custom harvest flags
			app.customHarvestMin = nil;
			app.customHarvestMax = nil;
			-- add artifacts
			for artifactID,groups in pairs(fieldCache["artifactID"]) do
				for _,group in pairs(groups) do
					if not rawget(group, "s") then
						tinsert(db.g, setmetatable({
							visible = true,
							artifactID = tonumber(artifactID),
							silentItemID = group.silentItemID,
							isOffHand = group.isOffHand,
							reSource = true,
						}, app.BaseArtifact));
					end
				end
			end
			self.data = db;
			BuildGroups(db, db.g);
			self.ScrollBar:SetValue(1);
			self.UpdateDone = function(self)
				-- Hide data which have completed their harvest
				local progress = 0;
				local total = 0;
				for i,group in ipairs(db.g) do
					total = total + 1;
					if not group.reSource then
						group.visible = false;
						progress = progress + 1;
						group.reSource = nil;
					end
				end
				if self.rowData then
					-- Remove up to 100 completed rows each frame (no need to process through thousands of rows when only a few update each frame)
					-- TODO: this is still very laggy due to the thousands of rows being shifted on 'every remove'
					local count = math.min(#self.rowData,100);
					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
					else
						insertionSort(AllTheThingsHarvestItems);
						insertionSort(AllTheThingsArtifactsItems);
						-- revert Debug if it was enabled by the harvester
						if self.forcedDebug then
							app.print("Reverted Debug Mode");
							app.Settings:ToggleDebugMode();
							self.forcedDebug = nil;
						end
						app.print("Source Harvest Complete!");
						-- revert the number of retries to retrieve item information
						app.MaximumItemInfoRetries = oldRetries or 400;
						self.UpdateDone = nil;
					end
				end
				-- Update the Harvester Window to re-populate row data for next refresh
				Callback(self.Refresh, self);
			end
		end
		self:BaseUpdate(true);
	end
end;
customWindowUpdates["SourceFinder"] = 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"] = app.AlwaysShowUpdate,
				},
			};
			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);
		TopLevelUpdateGroup(self.data, self);
		self:BaseUpdate(true);
	end
end;
customWindowUpdates["RaidAssistant"] = function(self)
	if self:IsVisible() then
		if not self.initialized then
			self.initialized = true;
			self.doesOwnUpdate = 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 = L["PERSONAL_LOOT_DESC"],
				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);
				Callback(self.Update, self);
				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
						Callback(self.Update, self);
					end
				end);
				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
						Callback(self.Update, self);
					end
				end);
				return true;
			end
			raidassistant = {
				['text'] = L["RAID_ASSISTANT"],
				['icon'] = "Interface\\Icons\\Achievement_Dungeon_GloryoftheRaider.blp",
				["description"] = L["RAID_ASSISTANT_DESC"],
				['visible'] = true,
				['expanded'] = true,
				['back'] = 1,
				['g'] = {
					{
						['text'] = L["LOOT_SPEC_UNKNOWN"],
						['title'] = L["LOOT_SPEC"],
						["description"] = L["LOOT_SPEC_DESC"],
						['visible'] = true,
						['OnClick'] = function(row, button)
							self.data = lootspecialization;
							Callback(self.Update, self);
							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'] = L["DUNGEON_DIFF"],
						["description"] = L["DUNGEON_DIFF_DESC"],
						['visible'] = true,
						['OnClick'] = function(row, button)
							self.data = dungeondifficulty;
							Callback(self.Update, self);
							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'] = L["RAID_DIFF"],
						["description"] = L["RAID_DIFF_DESC"],
						['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;
							Callback(self.Update, self);
							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'] = L["LEGACY_RAID_DIFF"],
						["description"] = L["LEGACY_RAID_DIFF_DESC"],
						['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;
							Callback(self.Update, self);
							return true;
						end,
						['OnUpdate'] = function(data)
							if app.LegacyRaidDifficulty then
								data.difficultyID = app.LegacyRaidDifficulty;
							end
						end,
					}),
					{
						['text'] = L["TELEPORT_TO_FROM_DUNGEON"],
						['icon'] = "Interface\\Icons\\Spell_Shadow_Teleport",
						['description'] = L["TELEPORT_TO_FROM_DUNGEON_DESC"],
						['visible'] = true,
						['OnClick'] = function(row, button)
							LFGTeleport(IsInLFGDungeon());
							return true;
						end,
						['OnUpdate'] = function(data)
							data.visible = IsAllowedToUserTeleport();
						end,
					},
					{
						['text'] = L["RESET_INSTANCES"],
						['icon'] = "Interface\\Icons\\Ability_Priest_VoidShift",
						['description'] = L["RESET_INSTANCES_DESC"],
						['visible'] = true,
						['OnClick'] = function(row, button)
							if IsAltKeyDown() then
								row.ref.saved = not row.ref.saved;
								Callback(self.Update, self);
							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'] = L["DELIST_GROUP"],
						['icon'] = "Interface\\Icons\\Ability_Vehicle_LaunchPlayer",
						['description'] = L["DELIST_GROUP_DESC"],
						['visible'] = true,
						['OnClick'] = function(row, button)
							C_LFGList.RemoveListing();
							if GroupFinderFrame:IsVisible() then
								PVEFrame_ToggleFrame("GroupFinderFrame")
							end
							self.data = raidassistant;
							Callback(self.BaseUpdate, self, true);
							return true;
						end,
						['OnUpdate'] = function(data)
							data.visible = C_LFGList.GetActiveEntryInfo();
						end,
					},
					{
						['text'] = L["LEAVE_GROUP"],
						['icon'] = "Interface\\Icons\\Ability_Vanish",
						['description'] = L["LEAVE_GROUP_DESC"],
						['visible'] = true,
						['OnClick'] = function(row, button)
							C_PartyInfo.LeaveParty();
							if GroupFinderFrame:IsVisible() then
								PVEFrame_ToggleFrame("GroupFinderFrame")
							end
							self.data = raidassistant;
							Callback(self.BaseUpdate, self, true);
							return true;
						end,
						['OnUpdate'] = function(data)
							data.visible = IsInGroup();
						end,
					},
				}
			};
			lootspecialization = {
				['text'] = L["LOOT_SPEC"],
				['icon'] = "Interface\\Icons\\INV_7XP_Inscription_TalentTome02.blp",
				["description"] = L["LOOT_SPEC_DESC_2"],
				['OnClick'] = function(row, button)
					self.data = raidassistant;
					Callback(self.Update, self);
					return true;
				end,
				['OnUpdate'] = function(data)
					data.g = {};
					local numSpecializations = GetNumSpecializations();
					if numSpecializations and numSpecializations > 0 then
						tinsert(data.g, {
							['text'] = L["CURRENT_SPEC"],
							['title'] = select(2, GetSpecializationInfo(GetSpecialization())),
							['icon'] = "Interface\\Icons\\INV_7XP_Inscription_TalentTome01.blp",
							['id'] = 0,
							["description"] = L["CURRENT_SPEC_DESC"],
							['visible'] = true,
							['OnClick'] = function(row, button)
								self.data = raidassistant;
								SetLootSpecialization(row.ref.id);
								Callback(self.Update, self);
							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);
									Callback(self.Update, self);
								end,
							});
						end
					end
				end,
				['visible'] = true,
				['expanded'] = true,
				['back'] = 1,
				['g'] = {},
			};
			dungeondifficulty = {
				['text'] = L["DUNGEON_DIFF"],
				['icon'] = "Interface\\Icons\\Achievement_Dungeon_UtgardePinnacle_10man.blp",
				["description"] = L["DUNGEON_DIFF_DESC_2"],
				['OnClick'] = function(row, button)
					self.data = raidassistant;
					Callback(self.Update, self);
					return true;
				end,
				['visible'] = true,
				['expanded'] = true,
				['back'] = 1,
				['g'] = {
					app.CreateDifficulty(1, {
						['OnClick'] = switchDungeonDifficulty,
						["description"] = L["CLICK_TO_CHANGE"],
						['visible'] = true,
						['back'] = 0.5,
					}),
					app.CreateDifficulty(2, {
						['OnClick'] = switchDungeonDifficulty,
						["description"] = L["CLICK_TO_CHANGE"],
						['visible'] = true,
						['back'] = 0.5,
					}),
					app.CreateDifficulty(23, {
						['OnClick'] = switchDungeonDifficulty,
						["description"] = L["CLICK_TO_CHANGE"],
						['visible'] = true,
						['back'] = 0.5,
					})
				},
			};
			raiddifficulty = {
				['text'] = L["RAID_DIFF"],
				['icon'] = "Interface\\Icons\\Achievement_Dungeon_UtgardePinnacle_10man.blp",
				["description"] = L["RAID_DIFF_DESC_2"],
				['OnClick'] = function(row, button)
					self.data = raidassistant;
					Callback(self.Update, self);
					return true;
				end,
				['visible'] = true,
				['expanded'] = true,
				['back'] = 1,
				['g'] = {
					app.CreateDifficulty(14, {
						['OnClick'] = switchRaidDifficulty,
						["description"] = L["CLICK_TO_CHANGE"],
						['visible'] = true,
					}),
					app.CreateDifficulty(15, {
						['OnClick'] = switchRaidDifficulty,
						["description"] = L["CLICK_TO_CHANGE"],
						['visible'] = true,
					}),
					app.CreateDifficulty(16, {
						['OnClick'] = switchRaidDifficulty,
						["description"] = L["CLICK_TO_CHANGE"],
						['visible'] = true,
					})
				},
			};
			legacyraiddifficulty = {
				['text'] = L["LEGACY_RAID_DIFF"],
				['icon'] = "Interface\\Icons\\Achievement_Dungeon_UtgardePinnacle_10man.blp",
				["description"] = L["LEGACY_RAID_DIFF_DESC_2"],
				['OnClick'] = function(row, button)
					self.data = raidassistant;
					Callback(self.Update, self);
					return true;
				end,
				['visible'] = true,
				['expanded'] = true,
				['back'] = 1,
				['g'] = {
					app.CreateDifficulty(3, {
						['OnClick'] = switchLegacyRaidDifficulty,
						["description"] = L["CLICK_TO_CHANGE"],
						['visible'] = true,
					}),
					app.CreateDifficulty(5, {
						['OnClick'] = switchLegacyRaidDifficulty,
						["description"] = L["CLICK_TO_CHANGE"],
						['visible'] = true,
					}),
					app.CreateDifficulty(4, {
						['OnClick'] = switchLegacyRaidDifficulty,
						["description"] = L["CLICK_TO_CHANGE"],
						['visible'] = true,
					}),
					app.CreateDifficulty(6, {
						['OnClick'] = switchLegacyRaidDifficulty,
						["description"] = L["CLICK_TO_CHANGE"],
						['visible'] = true,
					}),
				},
			};
			self.data = raidassistant;

			-- Setup Event Handlers and register for events
			self:SetScript("OnEvent", function(self, e, ...) Callback(self.Update, self); 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

		-- Update the window and all of its row data
		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, self); end
		end

		-- 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;
customWindowUpdates["Random"] = function(self)
	if self:IsVisible() then
		if not self.initialized then
			self.initialized = true;
			local function SearchRecursively(group, field, temp, func)
				if group.visible and not (group.saved or group.collected) then
					if group.g then
						for i, subgroup in ipairs(group.g) do
							SearchRecursively(subgroup, field, temp, func);
						end
					end
					if group[field] and (not func or func(group)) then
						tinsert(temp, group);
					end
				end
			end
			local function SearchRecursivelyForEverything(group, temp)
				if group.visible and not (group.saved or group.collected) then
					if group.g then
						for i, subgroup in ipairs(group.g) do
							SearchRecursivelyForEverything(subgroup, temp);
						end
					end
					if group.collectible then
						tinsert(temp, group);
					end
				end
			end
			local function SearchRecursivelyForValue(group, field, value, temp, func)
				if group.visible and not (group.saved or group.collected) then
					if group.g then
						for i, subgroup in ipairs(group.g) do
							SearchRecursivelyForValue(subgroup, field, value, temp, func);
						end
					end
					if group[field] and group[field] == value and (not func or func(group)) 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 = {};
					local func = function(o)
						return o.collectible and not o.mapID;
					end
					SearchRecursively(app:GetWindow("Prime").data, "achievementID", searchResults, func);
					searchCache["randomachievement"] = searchResults;
					return searchResults;
				end
			end
			function self:SelectItem()
				if searchCache["randomitem"] then
					return searchCache["randomitem"];
				else
					local searchResults = {};
					local func = function(o)
						return o.collectible;
					end
					SearchRecursively(app:GetWindow("Prime").data, "itemID", searchResults, func);
					searchCache["randomitem"] = searchResults;
					return searchResults;
				end
			end
			function self:SelectInstance()
				if searchCache["randominstance"] then
					return searchCache["randominstance"];
				else
					local searchResults = {};
					local func = function(o)
						return ((o.total or 0) - (o.progress or 0)) > 0;
					end
					SearchRecursively(app:GetWindow("Prime").data, "instanceID", searchResults, func);
					searchCache["randominstance"] = searchResults;
					return searchResults;
				end
			end
			function self:SelectDungeon()
				if searchCache["randomdungeon"] then
					return searchCache["randomdungeon"];
				else
					local searchResults = {};
					local func = function(o)
						return not o.isRaid and (((o.total or 0) - (o.progress or 0)) > 0);
					end
					SearchRecursively(app:GetWindow("Prime").data, "instanceID", searchResults, func);
					searchCache["randomdungeon"] = searchResults;
					return searchResults;
				end
			end
			function self:SelectQuest()
				if searchCache["quests"] then
					return searchCache["quests"];
				else
					local searchResults = {};
					local func = function(o)
						return o.collectible;
					end
					SearchRecursively(app:GetWindow("Prime").data, "questID", searchResults, func);
					searchCache["quests"] = searchResults;
					return searchResults;
				end
			end
			function self:SelectRaid()
				if searchCache["randomraid"] then
					return searchCache["randomraid"];
				else
					local searchResults = {};
					local func = function(o)
						return o.isRaid and (((o.total or 0) - (o.progress or 0)) > 0);
					end
					SearchRecursively(app:GetWindow("Prime").data, "instanceID", searchResults, func);
					searchCache["randomraid"] = searchResults;
					return searchResults;
				end
			end
			function self:SelectMount()
				if searchCache["randommount"] then
					return searchCache["randommount"];
				else
					local searchResults = {};
					local func = function(o)
						return o.collectible and (not o.achievementID or o.itemID);
					end
					SearchRecursivelyForValue(app:GetWindow("Prime").data, "filterID", 100, searchResults, func);
					searchCache["randommount"] = searchResults;
					return searchResults;
				end
			end
			function self:SelectPet()
				if searchCache["randompet"] then
					return searchCache["randompet"];
				else
					local searchResults = {};
					local func = function(o)
						return o.collectible;
					end
					SearchRecursively(app:GetWindow("Prime").data, "speciesID", searchResults, func);
					searchCache["randompet"] = searchResults;
					return searchResults;
				end
			end
			function self:SelectToy()
				if searchCache["randomtoy"] then
					return searchCache["randomtoy"];
				else
					local searchResults = {};
					local func = function(o)
						return o.collectible;
					end
					SearchRecursively(app:GetWindow("Prime").data, "isToy", searchResults, func);
					searchCache["randomtoy"] = searchResults;
					return searchResults;
				end
			end
			local excludedZones = {
				[12] = 1,	-- Kalimdor
				[13] = 1, -- Eastern Kingdoms
				[101] = 1,	-- Outland
				[113] = 1,	-- Northrend
				[424] = 1,	-- Pandaria
				[948] = 1,	-- The Maelstrom
				[572] = 1,	-- Draenor
				[619] = 1,	-- The Broken Isles
				[905] = 1,	-- Argus
				[876] = 1,	-- Kul'Tiras
				[875] = 1,	-- Zandalar
			};
			function self:SelectZone()
				if searchCache["randomzone"] then
					return searchCache["randomzone"];
				else
					local searchResults = {};
					local func = function(o)
						return (((o.total or 0) - (o.progress or 0)) > 0) and not o.instanceID and not excludedZones[o.mapID];
					end
					SearchRecursively(app:GetWindow("Prime").data, "mapID", searchResults, func);
					searchCache["randomzone"] = searchResults;
					return searchResults;
				end
			end
			local mainHeader, filterHeader;
			local rerollOption = {
				['text'] = L["REROLL"],
				['icon'] = "Interface\\Icons\\ability_monk_roll",
				['description'] = L["REROLL_DESC"],
				['visible'] = true,
				['OnClick'] = function(row, button)
					self:Reroll();
					return true;
				end,
				['OnUpdate'] = app.AlwaysShowUpdate,
			};
			filterHeader = {
				['text'] = L["APPLY_SEARCH_FILTER"],
				['icon'] = "Interface\\Icons\\TRADE_ARCHAEOLOGY.blp",
				["description"] = L["APPLY_SEARCH_FILTER_DESC"],
				['visible'] = true,
				['expanded'] = true,
				['OnUpdate'] = app.AlwaysShowUpdate,
				["indent"] = 0,
				['back'] = 1,
				['g'] = {
					setmetatable({
						['description'] = L["SEARCH_EVERYTHING_BUTTON_OF_DOOM"],
						['visible'] = true,
						['OnClick'] = function(row, button)
							app.SetDataMember("RandomSearchFilter", "AllTheThings");
							self.data = mainHeader;
							self:Reroll();
							return true;
						end,
						['OnUpdate'] = app.AlwaysShowUpdate,
					}, { __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'] = L["ACHIEVEMENT"],
						['icon'] = "Interface\\Icons\\Achievement_FeatsOfStrength_Gladiator_10",
						['description'] = L["ACHIEVEMENT_DESC"],
						['visible'] = true,
						['OnClick'] = function(row, button)
							app.SetDataMember("RandomSearchFilter", "Achievement");
							self.data = mainHeader;
							self:Reroll();
							return true;
						end,
						['OnUpdate'] = app.AlwaysShowUpdate,
					},
					{
						['text'] = L["ITEM"],
						['icon'] = "Interface\\Icons\\INV_Box_02",
						['description'] = L["ITEM_DESC"],
						['visible'] = true,
						['OnClick'] = function(row, button)
							app.SetDataMember("RandomSearchFilter", "Item");
							self.data = mainHeader;
							self:Reroll();
							return true;
						end,
						['OnUpdate'] = app.AlwaysShowUpdate,
					},
					{
						['text'] = L["INSTANCE"],
						['icon'] = "Interface\\Icons\\Achievement_Dungeon_HEROIC_GloryoftheRaider",
						['description'] = L["INSTANCE_DESC"],
						['visible'] = true,
						['OnClick'] = function(row, button)
							app.SetDataMember("RandomSearchFilter", "Instance");
							self.data = mainHeader;
							self:Reroll();
							return true;
						end,
						['OnUpdate'] = app.AlwaysShowUpdate,
					},
					{
						['text'] = L["DUNGEON"],
						['icon'] = "Interface\\Icons\\Achievement_Dungeon_GloryoftheHERO",
						['description'] = L["DUNGEON_DESC"],
						['visible'] = true,
						['OnClick'] = function(row, button)
							app.SetDataMember("RandomSearchFilter", "Dungeon");
							self.data = mainHeader;
							self:Reroll();
							return true;
						end,
						['OnUpdate'] = app.AlwaysShowUpdate,
					},
					{
						['text'] = L["RAID"],
						['icon'] = "Interface\\Icons\\Achievement_Dungeon_GloryoftheRaider",
						['description'] = L["RAID_DESC"],
						['visible'] = true,
						['OnClick'] = function(row, button)
							app.SetDataMember("RandomSearchFilter", "Raid");
							self.data = mainHeader;
							self:Reroll();
							return true;
						end,
						['OnUpdate'] = app.AlwaysShowUpdate,
					},
					{
						['text'] = L["MOUNT"],
						['icon'] = "Interface\\Icons\\Ability_Mount_AlliancePVPMount",
						['description'] = L["MOUNT_DESC"],
						['visible'] = true,
						['OnClick'] = function(row, button)
							app.SetDataMember("RandomSearchFilter", "Mount");
							self.data = mainHeader;
							self:Reroll();
							return true;
						end,
						['OnUpdate'] = app.AlwaysShowUpdate,
					},
					{
						['text'] = L["PET"],
						['icon'] = "Interface\\Icons\\INV_Box_02",
						['description'] = L["PET_DESC"],
						['visible'] = true,
						['OnClick'] = function(row, button)
							app.SetDataMember("RandomSearchFilter", "Pet");
							self.data = mainHeader;
							self:Reroll();
							return true;
						end,
						['OnUpdate'] = app.AlwaysShowUpdate,
					},
					{
						['text'] = L["QUEST"],
						['icon'] = "Interface\\GossipFrame\\AvailableQuestIcon",
						['preview'] = "Interface\\Icons\\Achievement_Quests_Completed_08",
						['description'] = L["QUEST_DESC"],
						['visible'] = true,
						['OnClick'] = function(row, button)
							app.SetDataMember("RandomSearchFilter", "Quest");
							self.data = mainHeader;
							self:Reroll();
							return true;
						end,
						['OnUpdate'] = app.AlwaysShowUpdate,
					},
					{
						['text'] = L["TOY"],
						['icon'] = "Interface\\Icons\\INV_Misc_Toy_10",
						['description'] = L["TOY_DESC"],
						['visible'] = true,
						['OnClick'] = function(row, button)
							app.SetDataMember("RandomSearchFilter", "Toy");
							self.data = mainHeader;
							self:Reroll();
							return true;
						end,
						['OnUpdate'] = app.AlwaysShowUpdate,
					},
					{
						['text'] = L["ZONE"],
						['icon'] = "Interface\\Icons\\INV_Misc_Map_01",
						['description'] = L["ZONE_DESC"],
						['visible'] = true,
						['OnClick'] = function(row, button)
							app.SetDataMember("RandomSearchFilter", "Zone");
							self.data = mainHeader;
							self:Reroll();
							return true;
						end,
						['OnUpdate'] = app.AlwaysShowUpdate,
					},
				},
			};
			mainHeader = {
				['text'] = L["GO_GO_RANDOM"],
				['icon'] = "Interface\\Icons\\Ability_Rogue_RolltheBones.blp",
				["description"] = L["GO_GO_RANDOM_DESC"],
				['visible'] = true,
				['expanded'] = true,
				['OnUpdate'] = app.AlwaysShowUpdate,
				['back'] = 1,
				["indent"] = 0,
				['options'] = {
					{
						['text'] = L["CHANGE_SEARCH_FILTER"],
						['icon'] = "Interface\\Icons\\TRADE_ARCHAEOLOGY.blp",
						["description"] = L["CHANGE_SEARCH_FILTER_DESC"],
						['visible'] = true,
						['OnClick'] = function(row, button)
							self.data = filterHeader;
							self:Update(true);
							return true;
						end,
						['OnUpdate'] = app.AlwaysShowUpdate,
					},
					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 = L["REROLL_2"] .. (method ~= "AllTheThings" and L[method:upper()] or 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
							NestObject(self.data, selected, true);
						else
							app.print(L["NOTHING_TO_SELECT_FROM"]);
						end
					else
						app.print(L["NOTHING_TO_SELECT_FROM"]);
					end
				else
					app.print(L["NO_SEARCH_METHOD"]);
				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
			local method = app.GetDataMember("RandomSearchFilter", "Instance");
			rerollOption.text = L["REROLL_2"] .. (method ~= "AllTheThings" and L[method:upper()] or method);
		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);
		self:BaseUpdate(true);
	end
end;
customWindowUpdates["quests"] = function(self, force, got)
	if not self.initialized then
		-- temporarily prevent a force refresh from exploding the game if this window is open
		self.doesOwnUpdate = true;
		self.initialized = true;
		self.PartitionSize = 1000;
		self.Limit = 70000;
		force = true;

		-- custom params for initialization
		local onlyMissing = app.GetCustomWindowParam("quests", "missing");
		-- print("Quests - onlyMissing",onlyMissing)

		-- info about the Window
		self.data = {
			["text"] = L["QUESTS_CHECKBOX"],
			["icon"] = app.asset("Interface_Quest_header"),
			["description"] = L["QUESTS_DESC"].."\n\n1 - "..self.Limit,
			["visible"] = true,
			["expanded"] = true,
			["indent"] = 0,
		};

		-- add a bunch of raw, delay-loaded quests in order into the window
		local groupCount = self.Limit / self.PartitionSize - 1;
		local g, overrides = {}, {
			visible = onlyMissing and function(o, key)
				return o._missing;
			end or true,
			doUpdate = onlyMissing and function(o, key)
				-- trigger a repeat update to the holding window after the DLO is loaded into the window and is not missing in DB
				if not o._missing then
					-- print("doUpdate override",o.hash)
					return true;
				end
			end,
			back = function(o, key)
				return o._missing and 1 or 0;
			end,
			text = function(o, key)
				if o.text and o.text ~= RETRIEVING_DATA then
					return "#"..o.questID..": "..o.text;
				end
			end,
		};
		local partition, partitionStart, partitionGroups;
		local dlo = app.DelayLoadedObject;
		for j=0,groupCount,1 do
			partitionStart = j * self.PartitionSize;
			partitionGroups = {};
			-- define a sub-group for a range of quests
			partition = {
				["text"] = tostring(partitionStart + 1).."+",
				["icon"] = app.asset("Interface_Quest_header"),
				["visible"] = true,
				["g"] = partitionGroups,
			};
			for i=1,self.PartitionSize,1 do
				tinsert(partitionGroups, dlo(GetPopulatedQuestObject, "text", overrides, partitionStart + i));
			end
			tinsert(g, partition);
		end
		self.data.g = g;
		BuildGroups(self.data, self.data.g);
	end
	if self:IsVisible() then
		self:BaseUpdate(force);
	end
end
customWindowUpdates["Tradeskills"] = function(self, force, got)
	if not self.initialized then
		-- cache some common functions
		local C_TradeSkillUI = C_TradeSkillUI;
		local C_TradeSkillUI_GetCategoryInfo = C_TradeSkillUI.GetCategoryInfo;
		local C_TradeSkillUI_GetRecipeInfo = C_TradeSkillUI.GetRecipeInfo;
		local C_TradeSkillUI_GetRecipeItemLink = C_TradeSkillUI.GetRecipeItemLink;
		local C_TradeSkillUI_GetRecipeNumReagents = C_TradeSkillUI.GetRecipeNumReagents;
		local C_TradeSkillUI_GetRecipeReagentInfo = C_TradeSkillUI.GetRecipeReagentInfo;
		local C_TradeSkillUI_GetRecipeReagentItemLink = C_TradeSkillUI.GetRecipeReagentItemLink;

		self.initialized = true;
		force = 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'] = L["PROFESSION_LIST"],
			['icon'] = "Interface\\Icons\\INV_Scroll_04.blp",
			["description"] = L["PROFESSION_LIST_DESC"],
			['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
							rawset(AllTheThingsAD.LocalizedCategoryNames, currentCategoryID, categoryData.name);
							categories[currentCategoryID] = true;
						end
					end
				end

				-- Cache learned recipes
				local learned, recipeID = {};
				local reagentCache = app.GetDataMember("Reagents", {});
				local recipeIDs = C_TradeSkillUI.GetAllRecipeIDs();
				local acctSpells, charSpells = ATTAccountWideData.Spells, app.CurrentCharacter.Spells;
				local skipcaching;
				-- print("Scanning recipes",#recipeIDs)
				for i = 1,#recipeIDs do
					local spellRecipeInfo = C_TradeSkillUI_GetRecipeInfo(recipeIDs[i]);
					if spellRecipeInfo then
						skipcaching = nil;
						recipeID = spellRecipeInfo.recipeID;
						currentCategoryID = spellRecipeInfo.categoryID;
						if not categories[currentCategoryID] then
							local categoryData = C_TradeSkillUI_GetCategoryInfo(currentCategoryID);
							if categoryData then
								rawset(AllTheThingsAD.LocalizedCategoryNames, currentCategoryID, categoryData.name);
								categories[currentCategoryID] = true;
							end
						end
						if spellRecipeInfo.learned then
							if spellRecipeInfo.disabled then
								if charSpells[recipeID] then
									charSpells[recipeID] = nil;
									acctSpells[recipeID] = nil;
								end
							else
								charSpells[recipeID] = 1;
								if not acctSpells[recipeID] then
									acctSpells[recipeID] = 1;
									tinsert(learned, recipeID);
								end
							end
						elseif not spellRecipeInfo.disabled and not acctSpells[recipeID] then
							-- print("unlearned, enabled RecipeID",recipeID)
							-- enabled, unlearned recipes should be checked against ATT data to verify they CAN actually be learned
							local cachedRecipe = app.SearchForMergedObject("spellID", recipeID);
							-- verify the merged cached version is not 'super' unobtainable
							if cachedRecipe and cachedRecipe.u and cachedRecipe.u < 3 then
								-- print("Ignoring Unobtainable RecipeID",recipeID,cachedRecipe.u)
								skipcaching = true;
							end
						end

						if not skillCache[recipeID] then
							--app.print("Missing [" .. (spellRecipeInfo.name or "??") .. "] (Spell ID #" .. spellRecipeInfo.recipeID .. ") in ATT Database. Please report it!");
							skillCache[recipeID] = { {} };
						end

						local recipeLink = C_TradeSkillUI_GetRecipeItemLink(recipeID);
						local craftedItemID = recipeLink and GetItemInfoInstant(recipeLink);
						if craftedItemID then
							local reagentLink, itemID, reagentCount;
							for i=1,C_TradeSkillUI_GetRecipeNumReagents(recipeID) do
								reagentCount = select(3, C_TradeSkillUI_GetRecipeReagentInfo(recipeID, i));
								reagentLink = C_TradeSkillUI_GetRecipeReagentItemLink(recipeID, i);
								itemID = reagentLink and GetItemInfoInstant(reagentLink);
								-- print(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 itemID then
									if skipcaching then
										-- remove any existing cached recipes
										if reagentCache[itemID] then
											-- print("removing reagent cache info", itemID,recipeID,craftedItemID)
											reagentCache[itemID][1][recipeID] = nil;
											reagentCache[itemID][2][craftedItemID] = nil;
										end
									else
										if not reagentCache[itemID] then reagentCache[itemID] = { {}, {} }; end
										reagentCache[itemID][1][recipeID] = { craftedItemID, reagentCount };
										-- if craftedItemID then reagentCache[itemID][2][craftedItemID] = reagentCount; end
										reagentCache[itemID][2][craftedItemID] = reagentCount;
									end
								end
							end
						-- else
						-- 	print("recipe does not craft an item",recipeLink)
						end
					end
				end

				-- Open the Tradeskill list for this Profession
				if self.tradeSkillID ~= tradeSkillID then
					self.tradeSkillID = tradeSkillID;
					app.BuildSearchResponse_IgnoreUnavailableRecipes = true;
					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 = app.asset("Category_D&R"),g=response}); end
							response = app:BuildSearchResponse(app.Categories.Achievements, "requireSkill", requireSkill);
							if response then tinsert(self.data.g, {text=ACHIEVEMENTS,icon = app.asset("Category_Achievements"),g=response});  end
							response = app:BuildSearchResponse(app.Categories.Zones, "requireSkill", requireSkill);
							if response then tinsert(self.data.g, {text=BUG_CATEGORY2,icon = app.asset("Category_Zones"),g=response});  end
							response = app:BuildSearchResponse(app.Categories.WorldDrops, "requireSkill", requireSkill);
							if response then tinsert(self.data.g, {text=TRANSMOG_SOURCE_4,icon = app.asset("Category_WorldDrops"),g=response});  end
							response = app:BuildSearchResponse(app.Categories.ExpansionFeatures, "requireSkill", requireSkill);
							if response then tinsert(self.data.g, {text=GetCategoryInfo(15301),icon = app.asset("Category_ExpansionFeatures"),g=response});  end
							response = app:BuildSearchResponse(app.Categories.WorldEvents, "requireSkill", requireSkill)
							if response then tinsert(self.data.g, app.CreateDifficulty(18, {icon = app.asset("Category_Event"),g=response}));  end
							response = app:BuildSearchResponse(app.Categories.Craftables, "requireSkill", requireSkill);
							if response then tinsert(self.data.g, {text=LOOT_JOURNAL_LEGENDARIES_SOURCE_CRAFTED_ITEM,icon = app.asset("Category_Crafting"),g=response});  end
						end
					end
					app.BuildSearchResponse_IgnoreUnavailableRecipes = nil;
				end
				-- If something new was "learned", then refresh the data.
				UpdateRawIDs("spellID", learned);
				if #learned > 0 then
					app:PlayRareFindSound();
					app:TakeScreenShot();
				end
			end
		end
		self.RefreshRecipes = function(self)
			-- print("RefreshRecipes")
			if app.CollectibleRecipes then
				DelayedCallback(self.CacheAndUpdate, 0.5, self);
			end
		end
		self.CacheAndUpdate = function(self)
			self:CacheRecipes();
			self:Update(true);
		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);
			-- Skillet compatibility
			elseif SkilletFrame then
				self:SetPoint("TOPLEFT", SkilletFrame, "TOPRIGHT", 0, 0);
				self:SetPoint("BOTTOMLEFT", SkilletFrame, "BOTTOMRIGHT", 0, 0);
				self:SetMovable(true);
			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
			AfterCombatCallback(self.Update, self);
		end
		-- Setup Event Handlers and register for events
		self:SetScript("OnEvent", function(self, e, ...)
			-- print("Tradeskills.event",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["professionID"][tradeSkillID] then
						self:SetVisible(false);
						return false;
					end
				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
					-- Check to see if ATT has information about this profession.
					local tradeSkillID = app.GetTradeSkillLine();
					if not tradeSkillID or not fieldCache["professionID"][tradeSkillID] then
						self:SetVisible(false);
					else
						self:SetVisible(true);
					end
				end
				self:RefreshRecipes();
			elseif e == "NEW_RECIPE_LEARNED" then
				local spellID = ...;
				if spellID then
					local previousState = ATTAccountWideData.Spells[spellID];
					ATTAccountWideData.Spells[spellID] = 1;
					if not app.CurrentCharacter.Spells[spellID] then
						app.CurrentCharacter.Spells[spellID] = 1;
						UpdateSearchResults(SearchForField("spellID",spellID));
						if not previousState or not app.Settings:Get("AccountWide:Recipes") then
							app:PlayFanfare();
							app:TakeScreenShot();
						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(...)
						AfterCombatCallback(self.Update, self);
						return self.OldNewElement(...);
					end
				end
			end
		elseif TSMCraftingTradeSkillFrame then
			-- print("TSMCraftingTradeSkillFrame")
			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
		if force then
			self.data.indent = 0;
			self.data.visible = true;
			BuildGroups(self.data, self.data.g);
			self.ExpandInfo = { Expand = true };
		end
		self:BaseUpdate(force or got, got);
	end
end;
customWindowUpdates["WorldQuests"] = function(self, force, got)
	-- localize some APIs
	local C_TaskQuest_GetQuestsForPlayerByMapID = C_TaskQuest.GetQuestsForPlayerByMapID;
	local C_QuestLine_RequestQuestLinesForMap = C_QuestLine.RequestQuestLinesForMap;
	local C_QuestLine_GetAvailableQuestLines = C_QuestLine.GetAvailableQuestLines;
	local C_Map_GetMapChildrenInfo = C_Map.GetMapChildrenInfo;
	local C_AreaPoiInfo_GetAreaPOISecondsLeft = C_AreaPoiInfo.GetAreaPOISecondsLeft;
	local C_QuestLog_GetBountiesForMapID = C_QuestLog.GetBountiesForMapID;
	local SecondsToTime = SecondsToTime;
	local GetNumRandomDungeons, GetLFGDungeonInfo, GetLFGRandomDungeonInfo, GetLFGDungeonRewards, GetLFGDungeonRewardInfo = GetNumRandomDungeons, GetLFGDungeonInfo, GetLFGRandomDungeonInfo, GetLFGDungeonRewards, GetLFGDungeonRewardInfo;

	if self:IsVisible() then
		if not self.initialized then
			self.initialized = true;
			force = true;
			self.data = {
				['text'] = L["WORLD_QUESTS"],
				['icon'] = "Interface\\Icons\\INV_Misc_Map08.blp",
				["description"] = L["WORLD_QUESTS_DESC"],
				['visible'] = true,
				['expanded'] = true,
				["indent"] = 0,
				['back'] = 1,
				['g'] = {
					{
						['text'] = L["UPDATE_WORLD_QUESTS"],
						['icon'] = "Interface\\Icons\\INV_Misc_Map_01",
						['description'] = L["UPDATE_WORLD_QUESTS_DESC"],
						['hash'] = "funUpdateWorldQuests",
						['OnClick'] = function(data, button)
							Push(self, "WorldQuests-Rebuild", self.Rebuild);
							return true;
						end,
						['OnUpdate'] = app.AlwaysShowUpdate,
					},
				},
			};
			-- Build the initial heirarchy
			BuildGroups(self.data, self.data.g);
			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
					{
						{ 627 },	-- Dalaran (not a Zone, so doesn't list automatically)
						{ 630, 5175, { 47063 }},	-- Azsuna
						{ 650, 5177, { 47063 }},	-- Highmountain
						{ 634, 5178, { 47063 }},	-- Stormheim
						{ 641, 5210, { 47063 }},	-- Val'Sharah
					}
				},
				{ 905 },	-- Argus
				-- 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
						{ 62 },	-- Darkshore
					},
				},
				{	13,		-- Eastern Kingdoms
					{
						{ 14 },	-- Arathi Highlands
					},
				},
			};
			self.Clear = function(self)
				local temp = self.data.g[1];
				wipe(self.data.g);
				tinsert(self.data.g, temp);
				self:Update(true);
			end
			-- World Quests (Tasks)
			self.MergeTasks = function(self, mapObject)
				local mapID = mapObject.mapID;
				if not mapID then return; end
				local pois = C_TaskQuest_GetQuestsForPlayerByMapID(mapID);
				-- print(#pois,"WQ in",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 self.includeAll or
								-- include the quest in the list if holding shift and tracking quests
								(self.includePermanent and self.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
								-- if mapID == 1355 then
								-- 	print("WQ",questObject.questID,questObject.parent);
								-- end
								NestObject(mapObject, 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)
				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 self.includeAll or
								-- include the quest in the list if holding shift and tracking quests
								(self.includePermanent and self.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
								NestObject(mapObject, 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.BuildMapAndChildren = function(self, mapObject)
				if not mapObject.mapID then return; end

				-- print("Build Map",mapObject.mapID,mapObject.text);

				-- Merge Tasks for Zone
				self:MergeTasks(mapObject);

				-- Merge Storylines for Zone
				self:MergeStorylines(mapObject);

				-- look for quests on map child maps as well
				local mapChildInfos = C_Map_GetMapChildrenInfo(mapObject.mapID, 3);
				if mapChildInfos then
					for _,mapInfo in ipairs(mapChildInfos) do
						-- start fetching the data while other stuff is setup
						C_QuestLine_RequestQuestLinesForMap(mapInfo.mapID);
						local subMapObject = app.CreateMapWithStyle(mapInfo.mapID);

						-- Merge Tasks for Zone
						self:MergeTasks(subMapObject);

						-- Merge Storylines for Zone
						self:MergeStorylines(subMapObject);

						-- Build children of this map as well
						self:BuildMapAndChildren(subMapObject);

						NestObject(mapObject, subMapObject);
					end
				end
			end
			self.Rebuild = function(self, no)
				-- Already filled with data and nothing needing to retry, just give it a forced update pass since data for quests should now populate dynamically
				if not self.retry and #self.data.g > 1 then
					-- print("Already WQ data, just update again")
					-- Force Update Callback
					Callback(self.Update, self, true);
					return;
				end
				-- Rebuild all World Quest data
				-- print("Rebuild WQ Data")
				self.retry = nil;
				local temp = {};
				-- options when refreshing the list
				self.includeAll = app.MODE_DEBUG;
				self.includeQuests = app.CollectibleQuests;
				self.includePermanent = IsAltKeyDown() or self.includeAll;

				-- Acquire all of the world mapIDs
				for _,pair in ipairs(worldMapIDs) do
					local mapID = pair[1];
					-- print("WQ.WorldMapIDs." , mapID)
					-- start fetching the data while other stuff is setup
					C_QuestLine_RequestQuestLinesForMap(mapID);
					local mapObject = app.CreateMapWithStyle(mapID);

					-- Build top-level maps all the way down
					self:BuildMapAndChildren(mapObject);

					-- Invasions
					local mapIDPOIPairs = pair[2];
					if mapIDPOIPairs then
						for i,arr in ipairs(mapIDPOIPairs) do
							-- Sub-Map with Quest information to track
							if #arr >= 3 then
								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 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

											local subMapObject = app.CreateMapWithStyle(arr[1]);
											NestObject(subMapObject, questObject);
											NestObject(mapObject, subMapObject);
										end
									end
								end
							else
								-- Basic Sub-map
								local subMap = app.CreateMapWithStyle(arr[1]);

								-- Build top-level maps all the way down for the sub-map
								self:BuildMapAndChildren(subMap);

								NestObject(mapObject, subMap);
							end
						end
					end

					-- Merge everything for this map into the list
					insertionSort(mapObject.g, self.Sort);
					if mapObject.g then
						-- Sort the sub-groups as well
						for i,mapGrp in ipairs(mapObject.g) do
							if mapGrp.mapID then
								insertionSort(mapGrp.g, self.Sort);
							end
						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 = app.CreateMapWithStyle(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);
							NestObject(mapObject, questObject);
						end
					end
					insertionSort(mapObject.g, self.Sort);
					if mapObject.g then
						-- Sort the sub-groups as well
						for i,mapGrp in ipairs(mapObject.g) do
							if mapGrp.mapID then
								insertionSort(mapGrp.g, self.Sort);
							end
						end
					end
					MergeObject(temp, mapObject);
				end

				-- Heroic Deeds
				if self.includePermanent and not (CompletedQuests[32900] or CompletedQuests[32901]) then
					local mapObject = app.CreateMapWithStyle(424);
					NestObject(mapObject, GetPopulatedQuestObject(app.FactionID == Enum.FlightPathFaction.Alliance and 32900 or 32901));
					MergeObject(temp, mapObject);
				end

				-- Get the LFG Rewards Available at this level
				local numRandomDungeons = GetNumRandomDungeons();
				-- print(numRandomDungeons,"numRandomDungeons");
				if numRandomDungeons > 0 then
					local groupFinder = { achID = 4476, text = DUNGEONS_BUTTON, g = {} };
					for index=1,numRandomDungeons,1 do
						local dungeonID = GetLFGRandomDungeonInfo(index);
						-- print("RandInfo",index,GetLFGRandomDungeonInfo(index));
						-- print("NormInfo",dungeonID,GetLFGDungeonInfo(dungeonID))
						-- print("DungeonAppearsInRandomLFD(dungeonID)",DungeonAppearsInRandomLFD(dungeonID)); -- useless
						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);
						-- print("GetLFGDungeonRewards",dungeonID,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.asset("Difficulty_Timewalking");
						end
						for rewardIndex=1,numRewards,1 do
							local itemName, icon, count, claimed, rewardType, itemID, quality = GetLFGDungeonRewardInfo(dungeonID, rewardIndex);
							-- common logic
							local idType = (rewardType or "item").."ID";
							local thing = { [idType] = itemID };
							_cache = SearchForField(idType, itemID);
							if _cache then
								for _,data in ipairs(_cache) do
									-- copy any soruced data for the dungeon reward into the list
									if GroupMatchesParams(data, idType, itemID, true) then
										MergeProperties(thing, data);
									end
									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
									-- Should the rewards be listed in the window based on the level of the rewards
									if lvl <= minRecLevel then
										NestObjects(thing, data.g);	-- no need to clone, everything is re-created at the end
									end
								end
							end
							NestObject(header, thing);
						end
						NestObject(groupFinder, header);
					end
					tinsert(temp, groupFinder);
				end

				-- Put a 'Clear World Quests' click at the bottom
				MergeObject(temp, {
					['text'] = L["CLEAR_WORLD_QUESTS"],
					['icon'] = "Interface\\Icons\\ability_racial_haymaker",
					['description'] = L["CLEAR_WORLD_QUESTS_DESC"],
					['hash'] = "funClearWorldQuests",
					['OnClick'] = function(data, button)
						Push(self, "WorldQuests-Clear", self.Clear);
						return true;
					end,
					['OnUpdate'] = app.AlwaysShowUpdate,
				});

				-- put all the things into the window data, turning them into objects as well
				NestObjects(self.data, temp, true);
				-- Build the heirarchy
				BuildGroups(self.data, self.data.g);
				-- Nest purchases if treating currencies as containers
				-- if showCurrencies then
				-- 	FillPurchases(self.data);
				-- end
				-- Fill Symlinks in the list
				FillSymLinks(self.data, true);
				-- Force Update Callback
				Callback(self.Update, self, true);
			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.name or "") <= string.lower(b.name 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.name and b.name then
					-- print("text",a.text,b.text);
					return string.lower(a.name or "") <= string.lower(b.name 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

		self:BaseUpdate(force or got);
	end
end;

-- Only need to immediately load any Windows which are able to be immediately visible on load depending on settings
app:GetWindow("Prime"):SetSize(425, 305);
app:GetWindow("Bounty");
app:GetWindow("CurrentInstance");
app:GetWindow("RaidAssistant");
app:GetWindow("Tradeskills");
app:GetWindow("WorldQuests");
end)();

-- WARNING: DEV ONLY START
--[[--
-- Uncomment this section if you need to enable Debugger:
-- CLEU binding only happens when debugger is enabled because of how expensive it can get in large mob farms
app:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED");
app.events.COMBAT_LOG_EVENT_UNFILTERED = function()
	local _,event = CombatLogGetCurrentEventInfo();
	if event == "UNIT_DIED" or event == "UNIT_DESTROYED" then
		app.RefreshQuestInfo();
	end
end
-- This event is helpful for world objects used as treasures. Won't help with objects without rewards (e.g. cat statues in Nazjatar)
app:RegisterEvent("LOOT_OPENED")
app.events.LOOT_OPENED = function()
	local guid = GetLootSourceInfo(1)
	if guid then
		local type, zero, server_id, instance_id, zone_uid, npc_id, spawn_uid = strsplit("-",guid);
		if(type == "GameObject") then
		  local text = GameTooltipTextLeft1:GetText()
		  print('ObjectID: '..(npc_id or 'UNKNOWN').. ' || ' .. 'Name: ' .. (text or 'UNKNOWN'))
		  app.RefreshQuestInfo();
	   end
	end
end
app:GetWindow("Debugger", UIParent, function(self, force)
	if not self.initialized then
		self.initialized = true;
		force = true;
		self.data = {
			['text'] = "Session History",
			['icon'] = "Interface\\Icons\\Achievement_Dungeon_GloryoftheRaider.blp",
			["description"] = "This keeps a visual record of all of the quests, maps, loot, and vendors that you have come into contact with since the session was started.",
			["OnUpdate"] = app.AlwaysShowUpdate,
			['expanded'] = true,
			['back'] = 1,
			['options'] = {
				{
					["hash"] = "clearHistory",
					['text'] = "Clear History",
					['icon'] = "Interface\\Icons\\Ability_Rogue_FeignDeath.blp",
					["description"] = "Click this to fully clear this window.\n\nNOTE: If you click this by accident, use the dynamic Restore Buttons that this generates to reapply the data that was cleared.\n\nWARNING: If you reload the UI, the data stored in the Reload Button will be lost forever!",
					["OnUpdate"] = app.AlwaysShowUpdate,
					['count'] = 0,
					['OnClick'] = function(row, button)
						local copy = {};
						for i,o in ipairs(self.data.g) do
							-- only backup non-button groups
							if not o.OnClick then
								tinsert(copy, o);
							end
						end
						if #copy < 1 then
							app.print("There is nothing to clear.");
							return true;
						end
						row.ref.count = row.ref.count + 1;
						tinsert(self.data.options, {
							["hash"] = "restore" .. row.ref.count,
							['text'] = "Restore Button " .. row.ref.count,
							['icon'] = "Interface\\Icons\\ability_monk_roll.blp",
							["description"] = "Click this to restore your cleared data.\n\nNOTE: Each Restore Button houses different data.\n\nWARNING: This data will be lost forever when you reload your UI!",
							["OnUpdate"] = app.AlwaysShowUpdate,
							['data'] = copy,
							['OnClick'] = function(row, button)
								for i,info in ipairs(row.ref.data) do
									MergeObject(self.data.g, CreateObject(info));
								end
								BuildGroups(self.data, self.data.g);
								AfterCombatCallback(self.Update, self, true);
								return true;
							end,
						});
						wipe(self.rawData);
						wipe(self.data.g);
						for i=#self.data.options,1,-1 do
							tinsert(self.data.g, 1, self.data.options[i]);
						end
						BuildGroups(self.data, self.data.g);
						AfterCombatCallback(self.Update, self, true);
						return true;
					end,
				},
			},
			['g'] = {},
		};

		local AddObject = function(info)
			-- print("Debugger.AddObject")
			-- app.PrintTable(info)
			-- print("---")
			-- Bubble Up the Maps
			local mapInfo;
			local mapID = app.GetCurrentMapID();
			if mapID then
				if info then
					local pos = C_Map.GetPlayerMapPosition(mapID, "player");
					if pos then
						local px, py = pos:GetXY();
						info.coord = { px * 100, py * 100, mapID };
					end
				end
				repeat
					mapInfo = C_Map_GetMapInfo(mapID);
					if mapInfo then
						if not info then
							info = { ["mapID"] = mapInfo.mapID };
							-- print("Added mapID",mapInfo.mapID)
						else
							info = { ["mapID"] = mapInfo.mapID, ["g"] = { info } };
							-- print("Pushed into mapID",mapInfo.mapID)
						end
						mapID = mapInfo.parentMapID
					end
				until not mapInfo or not mapID;
			end

			if info then
				MergeObject(self.data.g, CreateObject(info));
				MergeObject(self.rawData, info);
				BuildGroups(self.data, self.data.g);
				AfterCombatCallback(self.Update, self, true);
			end
		end

		-- Merchant Additions
		local AddMerchant = function(guid)
			-- print("AddMerchant",guid)
			local guid = guid or UnitGUID("npc");
			if guid then
				local ty, zero, server_id, instance_id, zone_uid, npc_id, spawn_uid = strsplit("-",guid);
				if npc_id then
					npc_id = tonumber(npc_id);

					-- Ignore vendor mount...
					if npc_id == 62822 then
						return true;
					end

					local numItems = GetMerchantNumItems();
					print("MERCHANT DETAILS", ty, npc_id, numItems);

					local rawGroups = {};
					for i=1,numItems,1 do
						local link = GetMerchantItemLink(i);
						if link then
							local name, texture, cost, quantity, numAvailable, isPurchasable, isUsable, extendedCost = GetMerchantItemInfo(i);
							if extendedCost then
								cost = {};
								local itemCount = GetMerchantItemCostInfo(i);
								for j=1,itemCount,1 do
									local itemTexture, itemValue, itemLink = GetMerchantItemCostItem(i, j);
									if itemLink then
										-- print("  ", itemValue, itemLink, gsub(itemLink, "\124", "\124\124"));
										local m = itemLink:match("currency:(%d+)");
										if m then
											-- Parse as a CURRENCY.
											tinsert(cost, {"c", tonumber(m), itemValue});
										else
											-- Parse as an ITEM.
											tinsert(cost, {"i", tonumber(itemLink:match("item:(%d+)")), itemValue});
										end
									end
								end
							end

							-- Parse as an ITEM LINK.
							tinsert(rawGroups, { ["itemID"] = tonumber(link:match("item:(%d+)")), ["rawlink"] = link, ["cost"] = cost });
						end
					end

					local info = { [(ty == "GameObject") and "objectID" or "npcID"] = npc_id };
					info.faction = UnitFactionGroup("npc");
					info.text = UnitName("npc");
					info.g = rawGroups;
					-- app.DEBUG_PRINT = true;
					AddObject(info);
					-- app.DEBUG_PRINT = nil;
				end
			end
		end

		-- Setup Event Handlers and register for events
		self:SetScript("OnEvent", function(self, e, ...)
			print(e, ...);
			if e == "VARIABLES_LOADED" then
				if not AllTheThingsDebugData then
					AllTheThingsDebugData = app.GetDataMember("Debugger", {});
					app.SetDataMember("Debugger", nil);
				end
				self.rawData = {}; --AllTheThingsDebugData;
				self.data.g = CreateObject(self.rawData);
				for i=#self.data.options,1,-1 do
					tinsert(self.data.g, 1, self.data.options[i]);
				end
				BuildGroups(self.data, self.data.g);
				AfterCombatCallback(self.Update, self, true);
			elseif e == "ZONE_CHANGED_NEW_AREA" or e == "NEW_WMO_CHUNK" then
				AddObject();
			elseif e == "MERCHANT_SHOW" or e == "MERCHANT_UPDATE" then
				MerchantFrame_SetFilter(MerchantFrame, 1);
				DelayedCallback(AddMerchant, 1, UnitGUID("npc"));
			elseif e == "TRADE_SKILL_LIST_UPDATE" then
				local tradeSkillID = AllTheThings.GetTradeSkillLine();
				local currentCategoryGroup, currentCategoryID, categories = {}, -1, {};
				local categoryList, rawGroups = {}, {};
				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
							local category = {
								["parentCategoryID"] = categoryData.parentCategoryID,
								["categoryID"] = currentCategoryID,
								["name"] = categoryData.name,
								["g"] = {}
							};
							categories[currentCategoryID] = category;
							tinsert(categoryList, category);
						end
					end
				end

				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
								local category = {
									["parentCategoryID"] = categoryData.parentCategoryID,
									["categoryID"] = currentCategoryID,
									["name"] = categoryData.name,
									["g"] = {}
								};
								categories[currentCategoryID] = category;
								tinsert(categoryList, category);
							end
						end
						local recipe = {
							["recipeID"] = spellRecipeInfo.recipeID,
							["requireSkill"] = tradeSkillID,
							["name"] = spellRecipeInfo.name,
						};
						if spellRecipeInfo.previousRecipeID then
							recipe.previousRecipeID = spellRecipeInfo.previousRecipeID;
						end
						if spellRecipeInfo.nextRecipeID then
							recipe.nextRecipeID = spellRecipeInfo.nextRecipeID;
						end
						tinsert(categories[currentCategoryID].g, recipe);
					end
				end

				-- Make each category parent have children. (not as gross as that sounds)
				for i=#categoryList,1,-1 do
					local category = categoryList[i];
					if category.parentCategoryID then
						local parentCategory = categories[category.parentCategoryID];
						category.parentCategoryID = nil;
						if parentCategory then
							tinsert(parentCategory.g, 1, category);
							table.remove(categoryList, i);
						end
					end
				end

				-- Now merge the categories into the raw groups table.
				for i,category in ipairs(categoryList) do
					tinsert(rawGroups, category);
				end
				local info = {
					["professionID"] = tradeSkillID,
					["icon"] = C_TradeSkillUI.GetTradeSkillTexture(tradeSkillID),
					["name"] = C_TradeSkillUI.GetTradeSkillDisplayName(tradeSkillID),
					["g"] = rawGroups
				};
				MergeObject(self.data.g, CreateObject(info));
				MergeObject(self.rawData, info);
				BuildGroups(self.data, self.data.g);
				AfterCombatCallback(self.Update, self, true);
			elseif e == "QUEST_DETAIL" then
				local questStartItemID = ...;
				local questID = GetQuestID();
				if questID == 0 then return false; end
				local npc = "questnpc";
				local guid = UnitGUID(npc);
				if not guid then
					npc = "npc";
					guid = UnitGUID(npc);
				end
				local type, zero, server_id, instance_id, zone_uid, npc_id, spawn_uid;
				if guid then type, zero, server_id, instance_id, zone_uid, npc_id, spawn_uid = strsplit("-",guid); end
				print("QUEST_DETAIL", questStartItemID, " => Quest #", questID, type, npc_id);

				local rawGroups = {};
				for i=1,GetNumQuestRewards(),1 do
					local link = GetQuestItemLink("reward", i);
					if link then tinsert(rawGroups, { ["itemID"] = GetItemInfoInstant(link) }); end
				end
				for i=1,GetNumQuestChoices(),1 do
					local link = GetQuestItemLink("choice", i);
					if link then tinsert(rawGroups, { ["itemID"] = GetItemInfoInstant(link) }); end
				end
				for i=1,GetNumQuestLogRewardSpells(questID),1 do
					local texture, name, isTradeskillSpell, isSpellLearned, hideSpellLearnText, isBoostSpell, garrFollowerID, genericUnlock, spellID = GetQuestLogRewardSpell(i, questID);
					if garrFollowerID then
						tinsert(rawGroups, { ["followerID"] = garrFollowerID, ["name"] = name });
					elseif spellID then
						if isTradeskillSpell then
							tinsert(rawGroups, { ["recipeID"] = spellID, ["name"] = name });
						else
							tinsert(rawGroups, { ["spellID"] = spellID, ["name"] = name });
						end
					end
				end

				local info = { ["questID"] = questID, ["g"] = rawGroups };
				if questStartItemID and questStartItemID > 0 then info.itemID = questStartItemID; end
				if npc_id then
					npc_id = tonumber(npc_id);
					if type == "GameObject" then
						info = { ["objectID"] = npc_id, ["text"] = UnitName(npc), ["g"] = { info } };
					else
						info.qgs = {npc_id};
						info.name = UnitName(npc);
					end
					info.faction = UnitFactionGroup(npc);
				end
				AddObject(info);
			elseif e == "CHAT_MSG_LOOT" then
				local msg, player, a, b, c, d, e, f, g, h, i, j, k, l = ...;
				-- "You receive item: item:###" will break the match
				-- this probably doesn't work in other locales
				msg = msg:gsub("item: ", "");
				-- print("Loot parse",msg)
				local itemString = string.match(msg, "item[%-?%d:]+");
				if itemString then
					-- print("Looted Item",itemString)
					local itemID = GetItemInfoInstant(itemString);
					-- app.DEBUG_PRINT = true;
					AddObject({ ["unit"] = j, ["g"] = { { ["itemID"] = itemID, ["rawlink"] = itemString, ["s"] = GetSourceID(itemString) } } });
					-- app.DEBUG_PRINT = nil;
				end
			end
		end);
		self:RegisterEvent("VARIABLES_LOADED");
		self:RegisterEvent("QUEST_DETAIL");
		self:RegisterEvent("QUEST_LOOT_RECEIVED");
		self:RegisterEvent("TRADE_SKILL_LIST_UPDATE");
		self:RegisterEvent("ZONE_CHANGED_NEW_AREA");
		self:RegisterEvent("NEW_WMO_CHUNK");
		self:RegisterEvent("MERCHANT_SHOW");
		self:RegisterEvent("MERCHANT_UPDATE");
		self:RegisterEvent("CHAT_MSG_LOOT");
		--self:RegisterAllEvents();

		BuildGroups(self.data, self.data.g);
	end

	-- Update the window and all of its row data
	if self.data.OnUpdate then self.data.OnUpdate(self.data); end
	self.data.index = 0;
	self.data.back = 1;
	self.data.indent = 0;
	self:BaseUpdate(force);
end):Show();
--]]--
-- WARNING: DEV ONLY END

hooksecurefunc(GameTooltip, "SetToyByItemID", function(self, itemID, ...)
	if CanAttachTooltips() then
		local link = C_ToyBox.GetToyLink(itemID);
		if link then
			AttachTooltipSearchResults(self, link, SearchForLink, link);
			self:Show();
		end
	end
end)
hooksecurefunc(GameTooltip, "SetRecipeReagentItem", function(self, recipeID, reagentID, ...)
	if CanAttachTooltips() then
		local link = C_TradeSkillUI.GetRecipeReagentItemLink(recipeID, reagentID);
		if link then
			AttachTooltipSearchResults(self, link, SearchForLink, link);
			self:Show();
		end
	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.

app.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
				tinsert(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;
					tinsert(searchResultsByKey.s, filterData);
				end
				tinsert(filterData.g, entry);
			end
		end
		for f,entry in pairs(filteredItems) do
			insertionSort(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
						tinsert(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
		tinsert(window.data.g, option);
	end

	local ObjectTypeMetas = {
		["criteriaID"] = setmetatable({	-- Achievements
			["filterID"] = 105,
			["icon"] = "INTERFACE/ICONS/ACHIEVEMENT_BOSS_LICHKING",
			["description"] = L["ITEMS_FOR_ACHIEVEMENTS_DESC"],
			["priority"] = 1,
		}, app.BaseFilter),
		["s"] = setmetatable({			-- Appearances
			["headerID"] = -10032,
			["icon"] = "INTERFACE/ICONS/INV_SWORD_06",
			["description"] = L["ALL_APPEARANCES_DESC"],
			["priority"] = 2,
		}, app.BaseHeader),
		["mountID"] = setmetatable({	-- Mounts
			["filterID"] = 100,
			["description"] = L["ALL_THE_MOUNTS_DESC"],
			["priority"] = 3,
		}, app.BaseFilter),
		["speciesID"] = setmetatable({	-- Battle Pets
			["filterID"] = 101,
			["icon"] = "INTERFACE/ICONS/ICON_PETFAMILY_CRITTER",
			["description"] = L["ALL_THE_BATTLEPETS_DESC"],
			["priority"] = 4,
		}, app.BaseFilter),
		["questID"] = setmetatable({	-- Quests
			["headerID"] = -9956,
			["icon"] = "INTERFACE/ICONS/ACHIEVEMENT_GENERAL_100KQUESTS",
			["description"] = L["ALL_THE_QUESTS_DESC"],
			["priority"] = 5,
		}, app.BaseHeader),
		["recipeID"] = setmetatable({	-- Recipes
			["filterID"] = 200,
			["icon"] = "INTERFACE/ICONS/INV_SCROLL_06",
			["description"] = L["ALL_THE_RECIPES_DESC"],
			["priority"] = 6,
		}, app.BaseFilter),
		["itemID"] = {					-- General
			["text"] = "General",
			["icon"] = "INTERFACE/ICONS/INV_MISC_FROSTEMBLEM_01",
			["description"] = L["ALL_THE_ILLUSIONS_DESC"],
			["priority"] = 7,
		},
		["reagentID"] = setmetatable({	-- Reagent
			["filterID"] = 56,
			["icon"] = "INTERFACE/ICONS/SPELL_FROST_FROZENCORE",
			["description"] = L["ALL_THE_REAGENTS_DESC"],
			["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
			tinsert(subdata.g, j);
		end
		tinsert(window.data.g, subdata);
	end
	insertionSort(window.data.g, function(a, b)
		return (b.priority or 0) > (a.priority or 0);
	end);
	BuildGroups(window.data, window.data.g);
	TopLevelUpdateGroup(window.data, window);
	window:Show();
	window:Update();
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
		-- Localize some global APIs
		local C_AuctionHouse_GetNumReplicateItems = C_AuctionHouse.GetNumReplicateItems;
		local C_AuctionHouse_GetReplicateItemInfo = C_AuctionHouse.GetReplicateItemInfo;
		local C_AuctionHouse_GetReplicateItemLink = C_AuctionHouse.GetReplicateItemLink;

		-- 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);
		auctionFrame:SetScript("OnEvent", function(self, e, ...)
			if e == "REPLICATE_ITEM_LIST_UPDATE" then
				self:UnregisterEvent("REPLICATE_ITEM_LIST_UPDATE");
				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"] .. L["AH_SCAN_SUCCESSFUL_1"] .. auctionItems .. L["AH_SCAN_SUCCESSFUL_2"]);
				StartCoroutine("ProcessAuctionData", app.ProcessAuctionData, 1);
			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

-- Creates the data structures and initial 'Default' profiles for ATT
app.SetupProfiles = function()
	-- base profiles containers
	local ATTProfiles = {
		Profiles = {},
		Assignments = {},
	};
	AllTheThingsProfiles = ATTProfiles;
	local default = app.Settings:NewProfile("Default");
	-- copy various existing settings that are now Profiled
	if AllTheThingsSettings then
		-- General Settings
		if AllTheThingsSettings.General then
			for k,v in pairs(AllTheThingsSettings.General) do
				rawset(default.General, k, v);
			end
		end
		-- Tooltip Settings
		if AllTheThingsSettings.Tooltips then
			for k,v in pairs(AllTheThingsSettings.Tooltips) do
				rawset(default.Tooltips, k, v);
			end
		end
		-- Seasonal Filters
		if AllTheThingsSettings.Seasonal then
			for k,v in pairs(AllTheThingsSettings.Seasonal) do
				rawset(default.Seasonal, k, v);
			end
		end
		-- Unobtainable Filters
		if AllTheThingsSettings.Unobtainable then
			for k,v in pairs(AllTheThingsSettings.Unobtainable) do
				rawset(default.Unobtainable, k, v);
			end
		end
	end
	ATTProfiles.Profiles.Default = default;
	app.print("Initialized ATT Profiles!");

	-- delete old variables
	-- AllTheThingsSettings = nil;
	-- AllTheThingsAD.UnobtainableItemFilters = nil;
	-- AllTheThingsAD.SeasonalFilters = nil;

	-- initialize settings again due to profiles existing now
	app.Settings:Initialize();
end

-- Slash Command List
SLASH_AllTheThings1 = "/allthethings";
SLASH_AllTheThings2 = "/things";
SLASH_AllTheThings3 = "/att";
SlashCmdList["AllTheThings"] = function(cmd)
	if cmd then
		-- print(cmd)
		local args = { strsplit(" ", string.lower(cmd)) };
		cmd = args[1];
		-- app.print(args)
		-- first arg is always the window/command to execute
		for k=2,#args do
			-- maybe allow input of params with values?
			app.SetCustomWindowParam(cmd, args[k], true);
		end
		if not cmd or cmd == "" or cmd == "main" or cmd == "mainlist" then
			app.ToggleMainList();
			return true;
		elseif cmd == "bounty" then
			app:GetWindow("Bounty"):Toggle();
			return true;
		elseif cmd == "filters" then
			app:GetWindow("ItemFilter"):Toggle();
			return true;
		elseif cmd == "finder" then
			app:GetWindow("ItemFinder"):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 == "quests" then
			app:GetWindow("quests"):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
					tinsert(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
		app.SetSkipPurchases(2);
		local group = GetCachedSearchResults(cmd, SearchForLink, cmd);
		app.SetSkipPurchases(0);
		-- 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)
	if cmd then
		local min,max,reset = strsplit(",",cmd);
		app.customHarvestMin = tonumber(min);
		app.customHarvestMax = tonumber(max);
		app.print("Set Harvest ItemID Bounds:",app.customHarvestMin,app.customHarvestMax);
		AllTheThingsHarvestItems = reset and {} or AllTheThingsHarvestItems or {};
		AllTheThingsArtifactsItems = reset and {} or AllTheThingsArtifactsItems or {};
		if reset then app.print("Harvest Data Reset!"); end
	end
	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

-- Clickable ATT Chat Link Handling
(function()
	hooksecurefunc("SetItemRef", function(link, text)
		-- print("Chat Link Click",link,string.gsub(text, "\|","&"));
		-- if IsShiftKeyDown() then
		-- 	ChatEdit_InsertLink(text);
		-- else
		local type, info, data1, data2, data3 = strsplit(":", link);
		-- print(type, info, data1, data2, data3)
		if type == "garrmission" and info == "ATT" then
			-- local op = string.sub(link, 17)
			-- print("ATT Link",op)
			-- local type, paramA, paramB = strsplit(":", data);
			-- print(type,paramA,paramB)
			if data1 == "search" then
				local cmd = data2 .. ":" .. data3;
				app.SetSkipPurchases(2);
				local group = GetCachedSearchResults(cmd, SearchForLink, cmd);
				app.SetSkipPurchases(0);
				app:CreateMiniListForGroup(group);
				return true;
			elseif data1 == "dialog" then
				return app:TriggerReportDialog(data2);
			-- elseif type == "nav" then
			-- 	print(type,paramA,paramB)
			end
		elseif type == "quest" then
			-- Attach Quest info to Quest links in chat
			if ItemRefTooltip then
				-- print("show quest info",info)
				AttachTooltipSearchResults(ItemRefTooltip, "quest:"..info, SearchForField, "questID", info);
				ItemRefTooltip:Show();
			end
		end
	end);

	-- Turns a bit of text into a colored link which ATT will attempt to understand
	function app:Linkify(text, color, operation)
		text = "|Hgarrmission:ATT:"..operation.."|h|cff"..color.."["..text.."]|r|h";
		-- print("Linkify",text)
		return text;
	end
	-- Turns a bit of text into a chat-sendable link which other ATT users will attempt to understand
	-- function app:ChatLink(text, operation)
	-- 	text = "|Hgarrmission:ATT:"..operation.."|h["..text.."]|h";
	-- 	print("ChatLink",text)
	-- 	return text;
	-- end

	-- local function GetNavPath(group)
	-- 	local current, nav, hash = group;
	-- 	repeat
	-- 		hash = current.hash;
	-- 		if hash then
	-- 			if nav then
	-- 				nav = hash .. ">" .. nav;
	-- 			else
	-- 				nav = hash;
	-- 			end
	-- 		end
	-- 		current = current.parent;
	-- 	until not current;
	-- 	return nav;
	-- end

	-- function app:GroupNavLink(group)
	-- 	local nav = GetNavPath(group);
	-- 	if nav then
	-- 		print("nav:",nav)
	-- 		return app:Linkify(group.text, "f5d142", "nav:"..nav);
	-- 		-- return app:ChatLink(group.text, "nav:"..nav);
	-- 	end
	-- end

	-- Stores some information for use by a report popup by id
	function app:SetupReportDialog(id, reportMessage, text)
		if not app.popups then app.popups = {}; end
		if not app.popups[id] then
			local popupID;
			if type(text) == "table" then
				popupID = { ["msg"] = reportMessage, ["text"] = app.TableConcat(text, nil, "", "\n") };
			else
				popupID = { ["msg"] = reportMessage, ["text"] = text };
			end
			-- print("Setup PopupID",id)
			-- app.PrintTable(popupID);
			app.popups[id] = popupID;
			return true;
		end
	end

	-- function app:TestReportDialog()
	-- 	local coord;
	-- 	local mapID = app.GetCurrentMapID();
    -- 	local position = C_Map.GetPlayerMapPosition(mapID, "player")
	-- 	if position then
    --     	local x,y = position:GetXY();
    --         x = math.floor(x * 1000) / 10;
    --         y = math.floor(y * 1000) / 10;
	-- 		coord = x..","..y;
	-- 	end
	-- 	app:SetupReportDialog("test", "TEST Report Dialog",
	-- 				{
	-- 					"```",	-- discord fancy box

	-- 					"race:"..app.RaceID,
	-- 					"class:"..app.ClassIndex,
	-- 					"lvl:"..app.Level,
	-- 					"mapID:"..app.GetCurrentMapID(),
	-- 					"coord:"..coord,

	-- 					"```",	-- discord fancy box
	-- 				}
	-- 				-- TODO: put more info in here as it will be copy-paste into Discord
	-- 			);
	-- end

	-- Retrieves stored information for a report dialog and attempts to display the dialog if possible
	function app:TriggerReportDialog(id)
		if app.popups then
			local popupID = app.popups[id];
			if popupID then
				app:ShowPopupDialogToReport(popupID.msg, popupID.text);
				return true;
			end
		end
	end
end)();

-- Register Events required at the start
app:RegisterEvent("ADDON_LOADED");
app:RegisterEvent("BOSS_KILL");
app:RegisterEvent("CHAT_MSG_ADDON");
app:RegisterEvent("CRITERIA_UPDATE");
app:RegisterEvent("PLAYER_ENTERING_WORLD");
app:RegisterEvent("VARIABLES_LOADED");
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")

-- Define Event Behaviours
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 myArtifactData = app.CurrentCharacter.ArtifactRelicItemLevels[itemID];
			if not myArtifactData then
				myArtifactData = {};
				app.CurrentCharacter.ArtifactRelicItemLevels[itemID] = myArtifactData;
			end
			for relicSlotIndex=1,count,1 do
				local name, relicItemID, relicType, relicLink = C_ArtifactUI.GetRelicInfo(relicSlotIndex);
				myArtifactData[relicSlotIndex] = {
					["relicType"] = relicType,
					["iLvl"] = relicLink and select(1, GetDetailedItemLevelInfo(relicLink)) or 0,
				};
			end
		end
	end
end
app.events.VARIABLES_LOADED = function()
	local v = GetAddOnMetadata("AllTheThings", "Version");
	-- if placeholder exists as the Version tag, then assume we are not on the Release version
	if string.match(v, "version") then
		app.Version = "[Git]";
		-- adjust the Setting screen version display since it was already set from metadata
		if app.Settings.version then
			app.Settings.version:SetText("[Git]");
		end
	else
		app.Version = "v" .. v;
	end
	AllTheThingsAD = _G["AllTheThingsAD"];	-- For account-wide data.
	if not AllTheThingsAD then
		AllTheThingsAD = { };
		_G["AllTheThingsAD"] = AllTheThingsAD;
	end

	-- Cache the Localized Category Data
	AllTheThingsAD.LocalizedCategoryNames = setmetatable(AllTheThingsAD.LocalizedCategoryNames or {}, { __index = app.CategoryNames });
	app.CategoryNames = nil;

	-- Cache the Localized Flight Path Data
	--AllTheThingsAD.LocalizedFlightPathDB = setmetatable(AllTheThingsAD.LocalizedFlightPathDB or {}, { __index = app.FlightPathDB });
	--app.FlightPathDB = nil;	-- TODO: Deprecate this.

	-- 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;
	-- 1 = unknown, 2 = male, 3 = female
	app.Gender = UnitSex("player");
	local name, realm = UnitName("player");
	local className = GetClassInfo(classID);
	app.GUID = UnitGUID("player");
	app.Me = "|c" .. RAID_CLASS_COLORS[class].colorStr .. name .. "-" .. (realm or GetRealmName()) .. "|r";
	app.ClassName = "|c" .. RAID_CLASS_COLORS[class].colorStr .. className .. "|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

	LibStub:GetLibrary("LibDataBroker-1.1"):NewDataObject(L["TITLE"], {
		type = "launcher",
		icon = app.asset("logo_32x32"),
		OnClick = MinimapButtonOnClick,
		OnEnter = MinimapButtonOnEnter,
		OnLeave = MinimapButtonOnLeave,
	});

	-- Character Data Storage
	local characterData = ATTCharacterData;
	if not characterData then
		characterData = {};
		ATTCharacterData = characterData;
	end
	local currentCharacter = characterData[app.GUID];
	if not currentCharacter then
		currentCharacter = {};
		characterData[app.GUID] = currentCharacter;
	end
	if not currentCharacter.text then currentCharacter.text = app.Me; end
	if not currentCharacter.name and name then currentCharacter.name = name; end
	if not currentCharacter.realm and realm then currentCharacter.realm = realm; end
	if not currentCharacter.guid and app.GUID then currentCharacter.guid = app.GUID; end
	if not currentCharacter.lvl and app.Level then currentCharacter.lvl = app.Level; end
	if not currentCharacter.factionID and app.FactionID then currentCharacter.factionID = app.FactionID; end
	if not currentCharacter.classID and app.ClassIndex then currentCharacter.classID = app.ClassIndex; end
	if not currentCharacter.raceID and app.RaceIndex then currentCharacter.raceID = app.RaceIndex; end
	if not currentCharacter.class and class then currentCharacter.class = class; end
	if not currentCharacter.race and race then currentCharacter.race = race; end
	if not currentCharacter.Achievements then currentCharacter.Achievements = {}; end
	if not currentCharacter.ArtifactRelicItemLevels then currentCharacter.ArtifactRelicItemLevels = {}; end
	if not currentCharacter.AzeriteEssenceRanks then currentCharacter.AzeriteEssenceRanks = {}; end
	if not currentCharacter.Buildings then currentCharacter.Buildings = {}; end
	if not currentCharacter.CustomCollects then currentCharacter.CustomCollects = {}; end
	if not currentCharacter.Deaths then currentCharacter.Deaths = 0; end
	if not currentCharacter.Factions then currentCharacter.Factions = {}; end
	if not currentCharacter.FlightPaths then currentCharacter.FlightPaths = {}; end
	if not currentCharacter.Followers then currentCharacter.Followers = {}; end
	if not currentCharacter.Lockouts then currentCharacter.Lockouts = {}; end
	if not currentCharacter.Quests then currentCharacter.Quests = {}; end
	if not currentCharacter.Spells then currentCharacter.Spells = {}; end
	if not currentCharacter.Titles then currentCharacter.Titles = {}; end
	if not currentCharacter.RuneforgeLegendaries then currentCharacter.RuneforgeLegendaries = {}; end
	if not currentCharacter.Conduits then currentCharacter.Conduits = {}; end
	currentCharacter.lastPlayed = time();
	app.CurrentCharacter = currentCharacter;

	-- Convert over the deprecated Characters table.
	local characters = GetDataMember("Characters");
	if characters then
		for guid,text in pairs(characters) do
			if not characterData[guid] then
				characterData[guid] = { ["text"] = text };
			end
		end
	end

	-- Convert over the deprecated AzeriteEssenceRanksPerCharacter table.
	local azeriteEssenceRanksPerCharacter = GetDataMember("AzeriteEssenceRanksPerCharacter");
	if azeriteEssenceRanksPerCharacter then
		for guid,data in pairs(azeriteEssenceRanksPerCharacter) do
			local character = characterData[guid];
			if character then character.AzeriteEssenceRanks = data; end
		end
	end

	-- Convert over the deprecated CollectedBuildingsPerCharacter table.
	local collectedBuildingsPerCharacter = GetDataMember("CollectedBuildingsPerCharacter");
	if collectedBuildingsPerCharacter then
		for guid,buildings in pairs(collectedBuildingsPerCharacter) do
			local character = characterData[guid];
			if character then character.Buildings = buildings; end
		end
	end

	-- Convert over the deprecated DeathsPerCharacter table.
	local deathsPerCharacter = GetDataMember("DeathsPerCharacter");
	if deathsPerCharacter then
		for guid,deaths in pairs(deathsPerCharacter) do
			local character = characterData[guid];
			if character then character.Deaths = deaths; end
		end
	end

	-- Convert over the deprecated CollectedFactionsPerCharacter table.
	local collectedFactionsPerCharacter = GetDataMember("CollectedFactionsPerCharacter");
	if collectedFactionsPerCharacter then
		for guid,factions in pairs(collectedFactionsPerCharacter) do
			local character = characterData[guid];
			if character then character.Factions = factions; end
		end
	end

	-- Convert over the deprecated CollectedFlightPathsPerCharacter table.
	local collectedFlightPathsPerCharacter = GetDataMember("CollectedFlightPathsPerCharacter");
	if collectedFlightPathsPerCharacter then
		for guid,flightPaths in pairs(collectedFlightPathsPerCharacter) do
			local character = characterData[guid];
			if character then character.FlightPaths = flightPaths; end
		end
	end

	-- Convert over the deprecated CollectedFollowersPerCharacter table.
	local collectedFollowersPerCharacter = GetDataMember("CollectedFollowersPerCharacter");
	if collectedFollowersPerCharacter then
		for guid,followers in pairs(collectedFollowersPerCharacter) do
			local character = characterData[guid];
			if character then character.Followers = followers; end
		end
	end

	-- Convert over the deprecated lockouts table.
	local lockouts = GetDataMember("lockouts");
	if lockouts then
		for guid,locks in pairs(lockouts) do
			local character = characterData[guid];
			if character then character.Lockouts = locks; end
		end
	end

	-- Convert over the deprecated CollectedQuestsPerCharacter table.
	local collectedQuestsPerCharacter = GetDataMember("CollectedQuestsPerCharacter");
	if collectedQuestsPerCharacter then
		for guid,quests in pairs(collectedQuestsPerCharacter) do
			local character = characterData[guid];
			if character then character.Quests = quests; end
		end
	end

	-- Convert over the deprecated CollectedSpellsPerCharacter table.
	local collectedSpellsPerCharacter = GetDataMember("CollectedSpellsPerCharacter");
	if collectedSpellsPerCharacter then
		for guid,spells in pairs(collectedSpellsPerCharacter) do
			local character = characterData[guid];
			if character then character.Spells = spells; end
		end
	end

	-- Convert over the deprecated CollectedTitlesPerCharacter table.
	local collectedTitlesPerCharacter = GetDataMember("CollectedTitlesPerCharacter");
	if collectedTitlesPerCharacter then
		for guid,titles in pairs(collectedTitlesPerCharacter) do
			local character = characterData[guid];
			if character then character.Titles = titles; end
		end
	end

	-- Account Wide Data Storage
	ATTAccountWideData = _G["ATTAccountWideData"];
	if not ATTAccountWideData then
		ATTAccountWideData = {};
		_G["ATTAccountWideData"] = ATTAccountWideData;
	end
	local accountWideData = ATTAccountWideData;
	if not accountWideData.Achievements then accountWideData.Achievements = {}; end
	if not accountWideData.Artifacts then accountWideData.Artifacts = {}; end
	if not accountWideData.AzeriteEssenceRanks then accountWideData.AzeriteEssenceRanks = {}; end
	if not accountWideData.Buildings then accountWideData.Buildings = {}; end
	if not accountWideData.Factions then accountWideData.Factions = {}; end
	if not accountWideData.FactionBonus then accountWideData.FactionBonus = {}; end
	if not accountWideData.FlightPaths then accountWideData.FlightPaths = {}; end
	if not accountWideData.Followers then accountWideData.Followers = {}; end
	if not accountWideData.HeirloomRanks then accountWideData.HeirloomRanks = {}; end
	if not accountWideData.Illusions then accountWideData.Illusions = {}; end
	if not accountWideData.Quests then accountWideData.Quests = {}; end
	if not accountWideData.Sources then accountWideData.Sources = {}; end
	if not accountWideData.Spells then accountWideData.Spells = {}; end
	if not accountWideData.Titles then accountWideData.Titles = {}; end
	if not accountWideData.Toys then accountWideData.Toys = {}; end
	if not accountWideData.OneTimeQuests then accountWideData.OneTimeQuests = {}; end
	if not accountWideData.RuneforgeLegendaries then accountWideData.RuneforgeLegendaries = {}; end
	if not accountWideData.Conduits then accountWideData.Conduits = {}; end

	-- Update the total account wide death counter.
	local deaths = 0;
	for guid,character in pairs(characterData) do
		if character and character.Deaths and character.Deaths > 0 then
			deaths = deaths + character.Deaths;
		end
	end
	accountWideData.Deaths = deaths;

	-- Convert over the deprecated account wide tables.
	local data = GetDataMember("CollectedAchievements");
	if data then accountWideData.Achievements = data; end
	data = GetDataMember("CollectedArtifacts");
	if data then
		if not data.V then
			wipe(data);
			C_Timer.After(30, function() app.print(L["ARTIFACT_CACHE_OUT_OF_DATE"]); end);
		else
			data.V = nil;
		end
		accountWideData.Artifacts = data;
	elseif accountWideData.Artifacts.V then
		accountWideData.Artifacts.V = nil;
	end
	data = GetDataMember("AzeriteEssenceRanks");
	if data then accountWideData.AzeriteEssenceRanks = data; end
	data = GetDataMember("CollectedBuildings");
	if data then accountWideData.Buildings = data; end
	data = GetDataMember("CollectedFactions");
	if data then accountWideData.Factions = data; end
	data = GetDataMember("CollectedFactionBonusReputation");
	if data then accountWideData.FactionBonus = data; end
	data = GetDataMember("CollectedFlightPaths");
	if data then accountWideData.FlightPaths = data; end
	data = GetDataMember("CollectedFollowers");
	if data then accountWideData.Followers = data; end
	data = GetDataMember("HeirloomUpgradeRanks");
	if data then accountWideData.HeirloomRanks = data; end
	data = GetDataMember("CollectedIllusions");
	if data then accountWideData.Illusions = data; end
	data = GetDataMember("CollectedQuests");
	if data then accountWideData.Quests = data; end
	data = GetDataMember("CollectedSources");
	if data then accountWideData.Sources = data; end
	data = GetDataMember("CollectedSpells");
	if data then accountWideData.Spells = data; end
	data = GetDataMember("CollectedTitles");
	if data then accountWideData.Titles = data; end
	data = GetDataMember("CollectedToys");
	if data then
		-- Rebuild toy collection. This should only happen once to fix toy collection states from a bug prior 14.January.2020
		if not GetDataMember("ToyCacheRebuilt") then wipe(data); end
		accountWideData.Toys = data;
	end

	-- Clean up settings
	local oldsettings = {};
	for i,key in ipairs({
		"LocalizedCategoryNames",
		--"LocalizedFlightPathDB",
		"LockedWindows",
		"Position",
		"RandomSearchFilter",
		"Reagents",
		"SeasonalFilters",
		"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();

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

	-- Verify that reagent cache is of the correct format by checking a special key
	local reagentCache, reagentCacheVer = app.GetDataMember("Reagents", {}), 2;
	if not reagentCache[-1] or reagentCache[-1] < reagentCacheVer then
		C_Timer.After(30, function() app.print(L["REAGENT_CACHE_OUT_OF_DATE"]); end);
		wipe(reagentCache);
	end
	if reagentCache then
		reagentCache[-1] = reagentCacheVer;
		-- TODO: should these be converted to utilize 'cost' instead of being pseudo-crafted?
		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

	StartCoroutine("DataLoad", function()
		-- First, load the addon data
		app:GetDataCache();

		-- Then wait for the player to actually be 'in the game' to do further logic
		while not app.InWorld do coroutine.yield(); end

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

		-- Mark all previously completed quests.
		QueryCompletedQuests();
		wipe(DirtyQuests);

		-- Current character collections shouldn't use '2' ever... so clear any 'inaccurate' data
		local currentQuestsCache = currentCharacter.Quests;
		for questID,completion in pairs(currentQuestsCache) do
			if completion == 2 then currentQuestsCache[questID] = nil; end
		end

		-- Cache some collection states for account wide quests that aren't actually granted account wide and can be flagged using an achievementID. (Allied Races)
		local collected;
		-- 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)
			-- these aren't really 'once per account' in that only a single character gets credit.
			-- all 5 quests of the faction are marked completed account-wide, and the other 5 can never be completed on that account
			-- { 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.
			collected = select(4, GetAchievementInfo(achievementQuests[1]));
			for j,questID in ipairs(achievementQuests[2]) do
				if collected then
					-- Mark the quest as completed for the Account
					accountWideData.Quests[questID] = 1;
					if CompletedQuests[questID] then
						-- Throw up a warning to report if this was already completed by another character
						-- if accountWideData.OneTimeQuests[questID] and accountWideData.OneTimeQuests[questID] ~= app.GUID then
						-- 	app.report("One-Time-Quest ID #" .. questID .. " was previously marked as completed, but is also completed on the current character!");
						-- end
						-- this once-per-account quest only counts for a specific character
						accountWideData.OneTimeQuests[questID] = app.GUID;
					end
				else
					-- otherwise indicate the one-time-nature of the quest
					accountWideData.OneTimeQuests[questID] = false;
				end
			end
		end
		-- Cache some collection states for account wide quests that aren't actually granted account wide and can be flagged using a known sourceID.  (Secrets)
		for i,appearanceQuests in ipairs({
			-- Waist of Time isn't technically once-per-account, so don't fake the cached data
			-- { 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]);
			collected = sourceInfo.isCollected;
			for j,questID in ipairs(appearanceQuests[2]) do
				if collected then
					-- Mark the quest as completed for the Account
					accountWideData.Quests[questID] = 1;
					if CompletedQuests[questID] then
						-- Throw up a warning to report if this was already completed by another character
						-- if accountWideData.OneTimeQuests[questID] and accountWideData.OneTimeQuests[questID] ~= app.GUID then
						-- 	app.report("One-Time-Quest ID #" .. questID .. " was previously marked as completed, but is also completed on the current character!");
						-- end
						-- this once-per-account quest only counts for a specific character
						accountWideData.OneTimeQuests[questID] = app.GUID;
					end
				else
					-- otherwise indicate the one-time-nature of the quest
					accountWideData.OneTimeQuests[questID] = false;
				end
			end
		end
		-- Cache some collection states for misc. once-per-account quests
		for i,questID in ipairs({
			-- BFA Mission/Outpost Quests which trigger locking Account-Wide HQTs
			52478,	-- Hillcrest Pasture (Mission Completion)
			52479,	-- Hillcrest Pasture (BFA Horde Outpost Unlock)
			52313,	-- Mudfisher Cove (Mission Completion)
			52314,	-- Mudfisher Cove (BFA Horde Outpost Unlock)
			52221,	-- Stonefist Watch (Mission Completion)
			52222,	-- Stonefist Watch (BFA Horde Outpost Unlock)
			52776,	-- Stonetusk Watch (Mission Completion)
			52777,	-- Stonetusk Watch (BFA Horde Outpost Unlock)
			52275,	-- Swiftwind Post (Mission Completion)
			52276,	-- Swiftwind Post (BFA Horde Outpost Unlock)
			52319,	-- Windfall Cavern (Mission Completion)
			52320,	-- Windfall Cavern (BFA Horde Outpost Unlock)
			52005,	-- The Wolf's Den (Mission Completion)
			52127,	-- The Wolf's Den (BFA Horde Outpost Unlock)
			53151,	-- Wolves For The Den (Mission Completion)
			53152,	-- Wolves For The Den (BFA Horde Outpost Upgrade)

			53006,	-- Grimwatt's Crash (Mission Completion)
			53007,	-- Grimwatt's Crash (BFA Alliance Outpost Unlock)
			52801,	-- Veiled Grotto (Mission Completion)
			52802,	-- Veiled Grotto (BFA Alliance Outpost Unlock)
			52962,	-- Mistvine Ledge (Mission Completion)
			52963,	-- Mistvine Ledge (BFA Alliance Outpost Unlock)
			52851,	-- Mugamba Overlook (Mission Completion)
			52852,	-- Mugamba Overlook (BFA Alliance Outpost Unlock)
			52886,	-- Verdant Hollow (Mission Completion)
			52888,	-- Verdant Hollow (BFA Alliance Outpost Unlock)
			53043,	-- Vulture's Nest (Mission Completion)
			53044,	-- Vulture's Nest (BFA Alliance Outpost Unlock)

			-- These are BOTH once-per-account (single character) completion & shared account-wide lockout groups (likely due to locking Account-Wide HQTs)
			53063,	-- A Mission of Unity (BFA Alliance WQ Unlock)
			53064,	-- A Mission of Unity (BFA Horde WQ Unlock)

			53061,	-- The Azerite Advantage (BFA Alliance Island Unlock / AWHQT 51994)
			53062,	-- The Azerite Advantage (BFA Horde Island Unlock / AWHQT 51994)

			53055,	-- Pushing Our Influence (BFA Horde PreQ for 1st Foothold)
			53056,	-- Pushing Our Influence (BFA Alliance PreQ for 1st Foothold)

			53207,	-- The Warfront Looms (BFA Horde Warfront Breadcrumb)
			53175,	-- The Warfront Looms (BFA Alliance Warfront Breadcrumb)

			-- Shard Labor
			61229,	-- forging the Crystal Mallet of the Heralds
			61191,	-- ringing the Vesper of the Silver Wind
			61183,	-- looting the Gift of the Silver Wind

			-- Ve'nari Items (The Quest Bonus is Accwide but quests itself are not accwide)
			63193,	-- Bangle of Seniority
			63523,	-- Broker Traversam Enhancer
			63183, 	-- Extradimensional Pockets
			63201,	-- Loupe of Unusual Charm
			61144,	-- Possibility Matrix
			63200,	-- Rang Insignia: Acquisitionist
			63204,	-- Ritual Prism of Fortune
			63202,	-- Vessel of Unfortunate Spirits
			-- etc.
		}) do
			-- If this Character has the Quest completed and it is not marked as completed for Account or not for specific Character
			if CompletedQuests[questID] then
				-- Throw up a warning to report if this was already completed by another character
				-- if accountWideData.OneTimeQuests[questID] and accountWideData.OneTimeQuests[questID] ~= app.GUID then
				-- 	app.report("One-Time-Quest ID #" .. questID .. " was previously marked as completed, but is also completed on the current character!");
				-- end
				-- Mark the quest as completed for the Account
				accountWideData.Quests[questID] = 1;
				-- Mark the character which completed the Quest
				accountWideData.OneTimeQuests[questID] = app.GUID;
			elseif not accountWideData.OneTimeQuests[questID] then
				-- Mark that this Quest is a OneTimeQuest which hasn't been determined as completed by any Character yet
				accountWideData.OneTimeQuests[questID] = false;
			end
		end

		-- if we ever erroneously add an account-wide quest and find out it isn't (or Blizzard actually fixes it to give account-wide credit)
		-- put it here so it reverts back to being handled as a normal quest
		for _,questID in ipairs({
			32008,	-- Audrey Burnhep (A)
			32009,	-- Varzok (H)
		}) do
			accountWideData.OneTimeQuests[questID] = nil;
		end

		local anyComplete;
		-- Check for fixing Blizzard's incompetence in consistency for shared account-wide quest eligibility which is only granted to some of the shared account-wide quests
		for i,questGroup in ipairs({
			{ 32008, 32009, 31878, 31879, 31880, 31881, 31882, 31883, 31884, 31885, },	-- Pet Battle Intro quests
			{
				53063, 	-- A Mission of Unity (BFA Alliance WQ Unlock)
				53064, 	-- A Mission of Unity (BFA Horde WQ Unlock)
			},
			{
				53061, 	-- The Azerite Advantage (BFA Alliance Island Unlock / AWHQT 51994)
				53062,  -- The Azerite Advantage (BFA Horde Island Unlock / AWHQT 51994)
			},
			{
				53055, 	-- Pushing Our Influence (BFA Horde PreQ for 1st Foothold)
				53056,	-- Pushing Our Influence (BFA Alliance PreQ for 1st Foothold)
			},
			{
				53207,	-- The Warfront Looms (BFA Horde Warfront Breadcrumb)
				53175,	-- The Warfront Looms (BFA Alliance Warfront Breadcrumb)
			},
			{
				31977 ,	-- The Returning Champion (Horde Winterspring Pass Pet Battle Quest)
				31975 ,	-- The Returning Champion (Alliance Winterspring Pass Pet Battle Quest)
			},
			{
				31980 ,	-- The Returning Champion (Horde Deadwind Pass Pet Battle Quest)
				31976 ,	-- The Returning Champion (Alliance Deadwind Pass Pet Battle Quest)
			},
		}) do
			for _,questID in ipairs(questGroup) do
				-- If this Character has the Quest completed
				if CompletedQuests[questID] then
					-- Mark the quest as completed for the Account
					accountWideData.Quests[questID] = 1;
					anyComplete = true;
				end
			end
			-- if any of the quest group is considered complete, then the rest need to be considered 'complete' as well since they can never be actually completed on the account
			if anyComplete then
				for _,questID in ipairs(questGroup) do
					-- Mark the quest completion since it's not 'really' completed
					if not accountWideData.Quests[questID] then
						accountWideData.Quests[questID] = 2;
					end
				end
			end
			anyComplete = nil;
		end

		app:RegisterEvent("QUEST_LOG_UPDATE");
		app:RegisterEvent("QUEST_TURNED_IN");
		app:RegisterEvent("QUEST_ACCEPTED");
		app:RegisterEvent("QUEST_REMOVED");
		app:RegisterEvent("HEIRLOOMS_UPDATED");
		app:RegisterEvent("ARTIFACT_UPDATE");
		app:RegisterEvent("TOYS_UPDATED");
		app:RegisterEvent("LOOT_OPENED");

		local needRefresh;
		-- NOTE: The auto refresh only happens once per version
		if not accountWideData.LastAutoRefresh or (accountWideData.LastAutoRefresh ~= app.Version) then
			accountWideData.LastAutoRefresh = app.Version;
			needRefresh = true;
		end

		-- check if we are in a Party Sync session when loading in
		app.IsInPartySync = C_QuestSession.Exists();

		-- 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!");

		RefreshSaves();

		-- Let a frame go before hitting the initial refresh to make sure as much time as possible is allowed for the operation
		-- print("Yield prior to Refresh")
		coroutine.yield();

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

		-- now that the addon is ready, make sure the minilist is updated to the current location if necessary
		Callback(app.LocationTrigger);
	end);
end
app.events.PLAYER_ENTERING_WORLD = function(...)
	-- print("PLAYER_ENTERING_WORLD",...)
	app.InWorld = true;
	-- refresh any custom collects for this character
	app.RefreshCustomCollectibility();
	-- send a location trigger now that the character is 'in the world'
	Callback(app.LocationTrigger);
end
app.events.ADDON_LOADED = function(addonName)
	if addonName == "Blizzard_AuctionHouseUI" then
		app.Blizzard_AuctionHouseUILoaded = true;
		if app.Settings:GetTooltipSetting("Auto:AH") then
			app:OpenAuctionModule();
		end
	elseif addonName == "Blizzard_AchievementUI" then
		RefreshAchievementCollection();
	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" .. (ATTAccountWideData.Sources[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)
	-- print("PLAYER_LEVEL_UP")
	app.RefreshQuestInfo();
	app.Level = newLevel;
	app.Settings:Refresh();
end
app.events.BOSS_KILL = function(id, name, ...)
	-- print("BOSS_KILL")
	app.RefreshQuestInfo();
	-- 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.LOOT_OPENED = function()
	-- print("LOOT_OPENED")
	-- When the player loots something, trigger a refresh of quest info (for treasures/rares/etc.)
	-- Since quest refresh is 1/sec max and not during combat, it should be fine
	app.RefreshQuestInfo();
end
app.events.UPDATE_INSTANCE_INFO = function()
	-- We got new information, now refresh the saves. :D
	app:UnregisterEvent("UPDATE_INSTANCE_INFO");
	RefreshSaves();
end
app.events.HEIRLOOMS_UPDATED = function(itemID, kind, ...)
	-- print("HEIRLOOMS_UPDATED",itemID,kind)
	if itemID then
		app.RefreshQuestInfo();
		UpdateSearchResults(SearchForField("itemID", itemID));
		app:PlayFanfare();
		app:TakeScreenShot();
		wipe(searchCache);

		if app.Settings:GetTooltipSetting("Report:Collected") then
			local _, 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
-- Seems to be some sort of hidden tracking for HQTs and other sorts of things...
app.events.CRITERIA_UPDATE = function(...)
	-- print("CRITERIA_UPDATE",...)
	-- sometimes triggers many times at once but refresh quest info is a 1 sec callback threshold
	app.RefreshQuestInfo();
end
app.events.QUEST_TURNED_IN = function(questID)
	-- print("QUEST_TURNED_IN")
	app.RefreshQuestInfo(questID);
end
app.events.QUEST_LOG_UPDATE = function()
	-- print("QUEST_LOG_UPDATE")
	app.RefreshQuestInfo();
end
-- app.events.QUEST_FINISHED = function()
-- 	-- print("QUEST_FINISHED")
-- 	app.RefreshQuestInfo();
-- end
app.events.QUEST_REMOVED = function()
	-- print("QUEST_REMOVED")
	-- simply soft update windows to remove any visible star markers
	app:UpdateWindows();
end
app.events.QUEST_ACCEPTED = function(questID)
	-- print("QUEST_ACCEPTED",questID)
	if questID then
		local logIndex = C_QuestLog.GetLogIndexForQuestID(questID);
		local freq, title;
		if logIndex then
			local info = C_QuestLog.GetInfo(logIndex);
			if info then
				title = info.title;
				if info.frequency == 1 then
					freq = " (D)";
				elseif info.frequency == 2 then
					freq = " (W)";
				end
			end
		end
		PrintQuestInfo(questID, true, freq);
		-- Check if this quest is a nextQuest of a non-collected breadcrumb if breadcrumbs are being tracked
		if app.Settings:Get("Thing:QuestBreadcrumbs") then
			-- Run this warning check after a small delay in case addons pick up quests before the turned in quest is registered as complete
			DelayedCallback(app.CheckForBreadcrumbPrevention, 1, title, questID);
		end
		-- Make sure windows update incase any show the picked up quest
		app:UpdateWindows();
	end
end
app.events.PET_BATTLE_OPENING_START = function(...)
	-- check for open ATT windows
	for _,window in pairs(app.Windows) do
		if window:IsVisible() then
			if not app.PetBattleClosed then app.PetBattleClosed = {}; end
			tinsert(app.PetBattleClosed, window);
			window:Toggle();
		end
	end
end
-- this fires twice when pet battle ends
app.events.PET_BATTLE_CLOSE = function(...)
	if app.PetBattleClosed then
		for _,window in ipairs(app.PetBattleClosed) do
			-- special open for Current Instance list
			if window.Suffix == "CurrentInstance" then
				DelayedCallback(app.ToggleMiniListForCurrentZone, 1);
			else
				window:Toggle();
			end
		end
		app.PetBattleClosed = nil;
	end
end
app.events.PLAYER_DIFFICULTY_CHANGED = function()
	wipe(searchCache);
end
app.events.PLAYER_REGEN_ENABLED = function()
	app:UnregisterEvent("PLAYER_REGEN_ENABLED");
	-- print("PLAYER_REGEN_ENABLED:Begin")
	if app.__combatcallbacks and #app.__combatcallbacks > 0 then
		local i = #app.__combatcallbacks;
		for c=i,1,-1 do
			-- print("PLAYER_REGEN_ENABLED:",c)
			app.__combatcallbacks[c]();
			app.__combatcallbacks[c] = nil;
		end
	end
	-- print("PLAYER_REGEN_ENABLED:End")
end
app.events.QUEST_SESSION_JOINED = function()
	-- print("QUEST_SESSION_JOINED")
	app:UnregisterEvent("QUEST_SESSION_JOINED");
	app:RegisterEvent("QUEST_SESSION_LEFT");
	app:RegisterEvent("QUEST_SESSION_DESTROYED");
	app.IsInPartySync = true;
	app:UpdateWindows(true);
end
app.events.QUEST_SESSION_LEFT = function()
	-- print("QUEST_SESSION_LEFT")
	app.LeavePartySync();
end
app.events.QUEST_SESSION_DESTROYED = function()
	-- print("QUEST_SESSION_DESTROYED")
	app.LeavePartySync();
end
app.LeavePartySync = function()
	app:UnregisterEvent("QUEST_SESSION_LEFT");
	app:UnregisterEvent("QUEST_SESSION_DESTROYED");
	app:RegisterEvent("QUEST_SESSION_JOINED");
	app.IsInPartySync = false;
	app:UpdateWindows(true);
end
app.events.TOYS_UPDATED = function(itemID, new)
	if itemID and not ATTAccountWideData.Toys[itemID] and PlayerHasToy(itemID) then
		ATTAccountWideData.Toys[itemID] = 1;
		UpdateSearchResults(SearchForField("itemID", itemID));
		app:PlayFanfare();
		app:TakeScreenShot();
		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)
	-- print("TRANSMOG_COLLECTION_SOURCE_ADDED",sourceID)
	if sourceID then
		-- Cache the previous state. This will help keep lag under control.
		local oldState = ATTAccountWideData.Sources[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
			ATTAccountWideData.Sources[sourceID] = 1;
			app.ActiveItemCollectionHelper(sourceID, oldState);
			Callback(app.PlayFanfare);
			Callback(app.TakeScreenShot);
			wipe(searchCache);
			SendSocialMessage("S\t" .. sourceID .. "\t" .. oldState .. "\t1");
		end
	end
end
app.events.TRANSMOG_COLLECTION_SOURCE_REMOVED = function(sourceID)
	-- print("TRANSMOG_COLLECTION_SOURCE_REMOVED",sourceID)
	local oldState = sourceID and ATTAccountWideData.Sources[sourceID];
	if oldState then
		local sourceInfo = C_TransmogCollection_GetSourceInfo(sourceID);
		ATTAccountWideData.Sources[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 ATTAccountWideData.Sources[otherSourceID] then
						local otherSourceInfo = C_TransmogCollection_GetSourceInfo(otherSourceID);
						if not otherSourceInfo.isCollected and otherSourceInfo.categoryID == categoryID then
							ATTAccountWideData.Sources[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);
		Callback(app.PlayRemoveSound);
		wipe(searchCache);
		SendSocialMessage("S\t" .. sourceID .. "\t" .. oldState .. "\t0");
	end
end
