--[[ GenericTrigger.lua
This file contains the generic trigger system. That is every trigger except the aura triggers.

It registers the GenericTrigger table for the trigger types "status", "event" and "custom" and has the following API:

Add(data)
Adds a display, creating all internal data structures for all triggers.

Delete(id)
Deletes all triggers for display id.

Rename(oldid, newid)
Updates all trigger information from oldid to newid.

LoadDisplay(id)
Loads all triggers of display id.

UnloadAll
Unloads all triggers.

UnloadDisplays(id)
Unloads all triggers of the display ids.

ScanAll
Resets the trigger state for all triggers.

Modernize(data)
Modernizes all generic triggers in data.

#####################################################
# Helper functions mainly for the WeakAuras Options #
#####################################################

CanHaveDuration(data, triggernum)
Returns whether the trigger can have a duration.

GetOverlayInfo(data, triggernum)
Returns a table containing the names of all overlays

CanHaveAuto(data, triggernum)
Returns whether the icon can be automatically selected.

CanHaveClones(data)
Returns whether the trigger can have clones.

CanHaveTooltip(data, triggernum)
Returns the type of tooltip to show for the trigger.

GetNameAndIcon(data, triggernum)
Returns the name and icon to show in the options.

GetAdditionalProperties(data, triggernum)
Returns the a tooltip for the additional properties.

GetTriggerConditions(data, triggernum)
Returns potential conditions that this trigger provides.
]]--
if not WeakAuras.IsCorrectVersion() then return end

-- Lua APIs
local tinsert, tconcat, wipe = table.insert, table.concat, wipe
local tostring, pairs, type = tostring, pairs, type
local error, setmetatable = error, setmetatable

-- WoW APIs
local IsPlayerMoving = IsPlayerMoving

WeakAurasAceEvents = setmetatable({}, {__tostring=function() return "WeakAuras" end});
LibStub("AceEvent-3.0"):Embed(WeakAurasAceEvents);
local aceEvents = WeakAurasAceEvents

local WeakAuras = WeakAuras;
local L = WeakAuras.L;
local GenericTrigger = {};

local event_prototypes = WeakAuras.event_prototypes;

local timer = WeakAuras.timer;
local debug = WeakAuras.debug;

local events = WeakAuras.events;
local loaded_events = WeakAuras.loaded_events;
local loaded_unit_events = {};
local loaded_auras = {}; -- id to bool map
local timers = WeakAuras.timers;
local specificBosses = WeakAuras.specificBosses;

-- Local functions
local LoadEvent, HandleEvent, HandleUnitEvent, TestForTriState, TestForToggle, TestForLongString, TestForMultiSelect
local ConstructTest, ConstructFunction

function WeakAuras.UnitExistsFixed(unit, smart)
  if smart and IsInRaid() then
    if unit:sub(1, 5) == "party" or unit == "player" then
      return false
    end
  end
  return UnitExists(unit)
end

function WeakAuras.split(input)
  input = input or "";
  local ret = {};
  local split, element = true;
  split = input:find("[,%s]");
  while(split) do
    element, input = input:sub(1, split-1), input:sub(split+1);
    if(element ~= "") then
      tinsert(ret, element);
    end
    split = input:find("[,%s]");
  end
  if(input ~= "") then
    tinsert(ret, input);
  end
  return ret;
end

function TestForTriState(trigger, arg)
  local name = arg.name;
  local test;
  if(trigger["use_"..name] == false) then
    test = "(not "..name..")";
  elseif(trigger["use_"..name]) then
    if(arg.test) then
      test = "("..arg.test:format(trigger[name])..")";
    else
      test = name;
    end
  end
  return test;
end

function TestForToggle(trigger, arg)
  local name = arg.name;
  local test;
  if(trigger["use_"..name]) then
    if(arg.test) then
      test = "("..arg.test:format(trigger[name])..")";
    else
      test = name;
    end
  end
  return test;
end

function TestForLongString(trigger, arg)
  local name = arg.name;
  local test;
  if(trigger[name.."_operator"] == "==") then
    test = "("..name.."==\""..trigger[name].."\")";
  else
    test = "("..name.." and "..name..":"..trigger[name.."_operator"]:format(trigger[name])..")";
  end
  return test;
end

function TestForMultiSelect(trigger, arg)
  local name = arg.name;
  local test;
  if(trigger["use_"..name] == false) then -- multi selection
    test = "(";
    local any = false;
    if trigger[name] and trigger[name].multi then
      for value, _ in pairs(trigger[name].multi) do
        if not arg.test then
          test = test..name.."=="..(tonumber(value) or "[["..value.."]]").." or ";
        else
          test = test..arg.test:format(tonumber(value) or "[["..value.."]]").." or ";
        end
        any = true;
      end
    end
    if(any) then
      test = test:sub(1, -5);
    else
      test = "(false";
    end
    test = test..")";
  elseif(trigger["use_"..name]) then -- single selection
    local value = trigger[name] and trigger[name].single;
    if (not value) then
      test = "false";
      return test;
    end
    if not arg.test then
      test = trigger[name].single and "("..name.."=="..(tonumber(value) or "[["..value.."]]")..")";
    else
      test = trigger[name].single and "("..arg.test:format(tonumber(value) or "[["..value.."]]")..")";
    end
  end
  return test;
end

function ConstructTest(trigger, arg)
  local test;
  local name = arg.name;
  if(arg.hidden or arg.type == "tristate" or arg.type == "toggle" or (arg.type == "multiselect" and trigger["use_"..name] ~= nil) or ((trigger["use_"..name] or arg.required) and trigger[name])) then
    local number = tonumber(trigger[name]);
    if(arg.type == "tristate") then
      test = TestForTriState(trigger, arg);
    elseif(arg.type == "multiselect") then
      test = TestForMultiSelect(trigger, arg);
    elseif(arg.type == "toggle") then
      test = TestForToggle(trigger, arg);
    elseif(arg.test) then
      test = "("..arg.test:format(trigger[name])..")";
    elseif(arg.type == "longstring" and trigger[name.."_operator"]) then
      test = TestForLongString(trigger, arg);
    elseif (arg.type == "string" or arg.type == "select" or arg.type == "spell" or arg.type == "item") then
      test = "(".. name .." and "..name.."==" ..(number or "\""..(trigger[name] or "").."\"")..")";
    else
      if(type(trigger[name]) == "table") then
        trigger[name] = "error";
      end
      -- number
      test = "(".. name .." and "..name..(trigger[name.."_operator"] or "==")..(number or "\""..(trigger[name] or "").."\"")..")";
    end
  end

  if (test == "(true)") then
    return nil;
  end

  return test;
end

function ConstructFunction(prototype, trigger, inverse)
  if (prototype.triggerFunction) then
    return prototype.triggerFunction(trigger);
  end

  if (inverse and prototype.automaticrequired) then
    return "return function() return true end"
  end

  local input;
  if (prototype.statesParameter) then
    input = {"state", "event"};
  else
    input = {"event"};
  end

  local required = {};
  local tests = {};
  local debug = {};
  local store = {};
  local init;
  if(prototype.init) then
    init = prototype.init(trigger);
  else
    init = "";
  end
  for index, arg in pairs(prototype.args) do
    local enable = arg.type ~= "description";
    if(type(arg.enable) == "function") then
      enable = arg.enable(trigger);
    elseif type(arg.enable) == "boolean" then
      enable = arg.enable
    end
    if(enable) then
      local name = arg.name;
      if not(arg.name or arg.hidden) then
        tinsert(input, "_");
      else
        if(arg.init == "arg") then
          tinsert(input, name);
        elseif(arg.init) then
          init = init.."local "..name.." = "..arg.init.."\n";
        end
        if (arg.store) then
          tinsert(store, name);
        end
        local test = ConstructTest(trigger, arg);
        if (test) then
          if(arg.required) then
            tinsert(required, test);
          else
            tinsert(tests, test);
          end
          if(arg.debug) then
            tinsert(debug, arg.debug:format(trigger[name]));
          end
        end
      end
    end
  end
  local ret = "return function("..tconcat(input, ", ")..")\n";
  ret = ret..(init or "");

  ret = ret..(#debug > 0 and tconcat(debug, "\n") or "");

  ret = ret.."if(";
  ret = ret..((#required > 0) and tconcat(required, " and ").." and " or "");
  if(inverse) then
    ret = ret.."not ("..(#tests > 0 and tconcat(tests, " and ") or "true")..")";
  else
    ret = ret..(#tests > 0 and tconcat(tests, " and ") or "true");
  end
  ret = ret..") then\n";
  if(#debug > 0) then
    ret = ret.."print('ret: true');\n";
  end

  if (not inverse) then
    if (prototype.statesParameter == "all") then
      ret = ret .. "  state[cloneId] = state[cloneId] or {}\n"
      ret = ret .. "  state = state[cloneId]\n"
      ret = ret .. "  state.changed = true\n"
    end

    for _, v in ipairs(store) do
      ret = ret .. "    if (state." .. v .. " ~= " .. v .. ") then\n"
      ret = ret .. "      state." .. v .. " = " .. v .. "\n"
      ret = ret .. "      state.changed = true\n"
      ret = ret .. "    end\n"
    end
  end
  ret = ret.."return true else return false end end";

  return ret;
end

function WeakAuras.EndEvent(id, triggernum, force, state)
  if state then
    if (state.show ~= false and state.show ~= nil) then
      state.show = false;
      state.changed = true;
    end
    return state.changed;
  else
    return false
  end
end

local function RunOverlayFuncs(event, state)
  state.additionalProgress = state.additionalProgress or {};
  local changed = false;
  for i, overlayFunc in ipairs(event.overlayFuncs) do
    state.additionalProgress[i] = state.additionalProgress[i] or {};
    local additionalProgress = state.additionalProgress[i];
    local a, b, c = overlayFunc(event.trigger, state);
    if (not a) then
      additionalProgress.min = nil;
      additionalProgress.max = nil;
      additionalProgress.direction = nil;
      additionalProgress.width = nil;
      additionalProgress.offset = nil;
    elseif (type(a) == "string") then
      if (additionalProgress.direction ~= a) then
        additionalProgress.direction = a;
        changed = true;
      end
      if (additionalProgress.width ~= b) then
        additionalProgress.width = b;
        changed = true;
      end
      if (additionalProgress.offset ~= c) then
        additionalProgress.offset = c;
        changed = true;
      end
      additionalProgress.min = nil;
      additionalProgress.max = nil;
    else
      if (additionalProgress.min ~= a) then
        additionalProgress.min = a;
        changed = true;
      end
      if (additionalProgress.max ~= b) then
        additionalProgress.max = b;
        changed = true;
      end
      if additionalProgress.direction then
        changed = true
      end
      additionalProgress.direction = nil;
      additionalProgress.width = nil;
      additionalProgress.offset = nil;
    end

  end
  state.changed = changed or state.changed;
end

local function callFunctionForActivateEvent(func, trigger, fallback, errorHandler)
  if not func then
    return fallback
  end
  local value = func(trigger)
  return value or fallback
end

function WeakAuras.ActivateEvent(id, triggernum, data, state, errorHandler)
  local changed = state.changed or false;
  if (state.show ~= true) then
    state.show = true;
    changed = true;
  end
  if (data.duration) then
    local expirationTime = GetTime() + data.duration;
    if (state.expirationTime ~= expirationTime) then
      state.expirationTime = expirationTime;
      changed = true;
    end
    if (state.duration ~= data.duration) then
      state.duration = data.duration;
      changed = true;
    end
    if (state.progressType ~= "timed") then
      state.progressType = "timed";
      changed = true;
    end
    local autoHide = data.automaticAutoHide;
    if (state.value or state.total or state.inverse or state.autoHide ~= autoHide) then
      changed = true;
    end
    state.value = nil;
    state.total = nil;
    state.inverse = nil;
    state.autoHide = autoHide;
  elseif (data.durationFunc) then
    local arg1, arg2, arg3, inverse = data.durationFunc(data.trigger);
    arg1 = type(arg1) == "number" and arg1 or 0;
    arg2 = type(arg2) == "number" and arg2 or 0;

    if (state.inverse ~= inverse) then
      state.inverse = inverse;
      changed = true;
    end

    if (arg3) then
      if (state.progressType ~= "static") then
        state.progressType = "static";
        changed = true;
      end
      if (state.duration) then
        state.duration = nil;
        changed = true;
      end
      if (state.expirationTime) then
        state.expirationTime = nil;
        changed = true;
      end

      local autoHide = nil;
      if (state.autoHide ~= autoHide) then
        changed = true;
        state.autoHide = autoHide;
      end

      if (state.value ~= arg1) then
        state.value = arg1;
        changed = true;
      end
      if (state.total ~= arg2) then
        state.total = arg2;
        changed = true;
      end
    else
      if (state.progressType ~= "timed") then
        state.progressType = "timed";
        changed = true;
      end
      if (state.duration ~= arg1) then
        state.duration = arg1;
      end
      if (state.expirationTime ~= arg2) then
        state.expirationTime = arg2;
        changed = true;
      end
      local autoHide = data.automaticAutoHide and arg1 > 0.01;
      if (state.autoHide ~= autoHide) then
        changed = true;
        state.autoHide = autoHide;
      end
      if (state.value or state.total) then
        changed = true;
      end
      state.value = nil;
      state.total = nil;
    end
  end

  local name = callFunctionForActivateEvent(data.nameFunc, data.trigger, state.name, errorHandler)
  local icon = callFunctionForActivateEvent(data.iconFunc, data.trigger, state.icon, errorHandler)
  local texture = callFunctionForActivateEvent(data.textureFunc, data.trigger, state.texture, errorHandler)
  local stacks = callFunctionForActivateEvent(data.stacksFunc, data.trigger, state.stacks, errorHandler)

  if (state.name ~= name) then
    state.name = name;
    changed = true;
  end
  if (state.icon ~= icon) then
    state.icon = icon;
    changed = true;
  end
  if (state.texture ~= texture) then
    state.texture = texture;
    changed = true;
  end
  if (state.stacks ~= stacks) then
    state.stacks = stacks;
    changed = true;
  end

  if (data.overlayFuncs) then
    RunOverlayFuncs(data, state);
  else
    state.additionalProgress = nil;
  end

  state.changed = state.changed or changed;

  return state.changed;
end

local function ignoreErrorHandler()

end

local function RunTriggerFunc(allStates, data, id, triggernum, event, arg1, arg2, ...)
  local optionsEvent = event == "OPTIONS";
  local errorHandler = optionsEvent and ignoreErrorHandler or geterrorhandler()
  local updateTriggerState = false;
  if(data.triggerFunc) then
    local untriggerCheck = false;
    if (data.statesParameter == "full") then
      local returnValue = data.triggerFunc(allStates, event, arg1, arg2, ...);
      if (returnValue) then
        updateTriggerState = true;
      end
    elseif (data.statesParameter == "all") then
      local returnValue = data.triggerFunc(allStates, event, arg1, arg2, ...);
      if( (returnValue) or optionsEvent) then
        for id, state in pairs(allStates) do
          if (state.changed) then
            if (WeakAuras.ActivateEvent(id, triggernum, data, state, errorHandler)) then
              updateTriggerState = true;
            end
          end
        end
      else
        untriggerCheck = true;
      end
    elseif (data.statesParameter == "unit") then
      if arg1 then
        local unit, cloneId
        if WeakAuras.multiUnitUnits[data.trigger.unit] then
          unit = arg1
          cloneId = arg1
        else
          unit = data.trigger.unit
          cloneId = ""
        end
        allStates[cloneId] = allStates[cloneId] or {};
        local state = allStates[cloneId];
        local returnValue = data.triggerFunc(state, event, unit, arg1, arg2, ...);
        if returnValue or optionsEvent then
          if(WeakAuras.ActivateEvent(id, triggernum, data, state, errorHandler)) then
            updateTriggerState = true;
          end
        else
          untriggerCheck = true;
        end
      end
    elseif (data.statesParameter == "one") then
      allStates[""] = allStates[""] or {};
      local state = allStates[""];
      local returnValue = data.triggerFunc(state, event, arg1, arg2, ...);
      if returnValue or optionsEvent then
        if(WeakAuras.ActivateEvent(id, triggernum, data, state, errorHandler)) then
          updateTriggerState = true;
        end
      else
        untriggerCheck = true;
      end
    else
      local returnValue = data.triggerFunc(event, arg1, arg2, ...);
      if returnValue or optionsEvent then
        allStates[""] = allStates[""] or {};
        local state = allStates[""];
        if(WeakAuras.ActivateEvent(id, triggernum, data, state, errorHandler)) then
          updateTriggerState = true;
        end
      else
        untriggerCheck = true;
      end
    end
    if (untriggerCheck and not optionsEvent) then
      if (data.statesParameter == "all") then
        if data.untriggerFunc then
          local returnValue = data.untriggerFunc(allStates, event, arg1, arg2, ...);
          if returnValue then
            for id, state in pairs(allStates) do
              if (state.changed) then
                if (WeakAuras.EndEvent(id, triggernum, nil, state)) then
                  updateTriggerState = true;
                end
              end
            end
          end
        end
      elseif data.statesParameter == "unit" then
        if data.untriggerFunc then
          if arg1 then
            local cloneId = WeakAuras.multiUnitUnits[data.trigger.unit] and arg1 or ""
            local state = allStates[cloneId]
            if state then
              local returnValue = data.untriggerFunc(state, event, arg1, arg2, ...);
              if returnValue then
                if (WeakAuras.EndEvent(id, triggernum, nil, state)) then
                  updateTriggerState = true;
                end
              end
            end
          end
        end
      elseif (data.statesParameter == "one") then
        allStates[""] = allStates[""] or {};
        local state = allStates[""];
        if data.untriggerFunc then
          local returnValue = data.untriggerFunc(state, event, arg1, arg2, ...);
          if returnValue then
            if (WeakAuras.EndEvent(id, triggernum, nil, state)) then
              updateTriggerState = true;
            end
          end
        end
      else
        if data.untriggerFunc then
          local returnValue = data.untriggerFunc(event, arg1, arg2, ...);
          if returnValue then
            allStates[""] = allStates[""] or {};
            local state = allStates[""];
            if(WeakAuras.EndEvent(id, triggernum, nil, state)) then
              updateTriggerState = true;
            end
          end
        end
      end
    end
  end
  return updateTriggerState;
end

function WeakAuras.ScanEvents(event, arg1, arg2, ...)
  local orgEvent = event;
  WeakAuras.StartProfileSystem("generictrigger " .. orgEvent )
  local event_list = loaded_events[event];
  if (not event_list) then
    WeakAuras.StopProfileSystem("generictrigger " .. orgEvent )
    return
  end
  if(event == "COMBAT_LOG_EVENT_UNFILTERED") then
    event_list = event_list[arg2];
    if (not event_list) then
      WeakAuras.StopProfileSystem("generictrigger " .. orgEvent )
      return;
    end
    WeakAuras.ScanEventsInternal(event_list, event, arg1, arg2, ...);

  elseif (event == "COMBAT_LOG_EVENT_UNFILTERED_CUSTOM") then
    -- This reverts the COMBAT_LOG_EVENT_UNFILTERED_CUSTOM workaround so that custom triggers that check the event argument will work as expected
    if(event == "COMBAT_LOG_EVENT_UNFILTERED_CUSTOM") then
      event = "COMBAT_LOG_EVENT_UNFILTERED";
    end
    WeakAuras.ScanEventsInternal(event_list, event, arg1, arg2, ...);
  else
    WeakAuras.ScanEventsInternal(event_list, event, arg1, arg2, ...);
  end
  WeakAuras.StopProfileSystem("generictrigger " .. orgEvent )
end

function WeakAuras.ScanUnitEvents(event, unit, ...)
  WeakAuras.StartProfileSystem("generictrigger " .. event .. " " .. unit)
  local unit_list = loaded_unit_events[unit]
  if unit_list then
    local event_list = unit_list[event]
    if event_list then
      for id, triggers in pairs(event_list) do
        WeakAuras.StartProfileAura(id);
        WeakAuras.ActivateAuraEnvironment(id);
        local updateTriggerState = false;
        for triggernum, data in pairs(triggers) do
          local allStates = WeakAuras.GetTriggerStateForTrigger(id, triggernum);
          if (RunTriggerFunc(allStates, data, id, triggernum, event, unit, ...)) then
            updateTriggerState = true;
          end
        end
        if (updateTriggerState) then
          WeakAuras.UpdatedTriggerState(id);
        end
        WeakAuras.StopProfileAura(id);
        WeakAuras.ActivateAuraEnvironment(nil);
      end
    end
  end
  WeakAuras.StopProfileSystem("generictrigger " .. event .. " " .. unit)
end

function WeakAuras.ScanEventsInternal(event_list, event, arg1, arg2, ... )
  for id, triggers in pairs(event_list) do
    WeakAuras.StartProfileAura(id);
    WeakAuras.ActivateAuraEnvironment(id);
    local updateTriggerState = false;
    for triggernum, data in pairs(triggers) do
      local allStates = WeakAuras.GetTriggerStateForTrigger(id, triggernum);
      if (RunTriggerFunc(allStates, data, id, triggernum, event, arg1, arg2, ...)) then
        updateTriggerState = true;
      end
    end
    if (updateTriggerState) then
      WeakAuras.UpdatedTriggerState(id);
    end
    WeakAuras.StopProfileAura(id);
    WeakAuras.ActivateAuraEnvironment(nil);
  end
end

local function AddFakeTime(state)
  if state.progressType == "timed" then
    if state.expirationTime and state.expirationTime ~= math.huge and state.expirationTime > GetTime() then
      return
    end
    state.progressType = "timed"
    state.expirationTime = GetTime() + 7
    state.duration = 7
  end
end

function GenericTrigger.CreateFakeStates(id, triggernum)
  local data = WeakAuras.GetData(id)

  WeakAuras.ActivateAuraEnvironment(id);
  local allStates = WeakAuras.GetTriggerStateForTrigger(id, triggernum);
  RunTriggerFunc(allStates, events[id][triggernum], id, triggernum, "OPTIONS")

  local shown = 0
  for id, state in pairs(allStates) do
    if state.show then
      shown = shown + 1
    end
    state.autoHide = false
    AddFakeTime(state)
  end

  if shown == 0 then
    local state = {}
    GenericTrigger.CreateFallbackState(data, triggernum, state)
    allStates[""] = state
    state.autoHide = false
    AddFakeTime(state)
  end

  WeakAuras.ActivateAuraEnvironment(nil);
end

function GenericTrigger.ScanWithFakeEvent(id, fake)
  local updateTriggerState = false;
  WeakAuras.ActivateAuraEnvironment(id);
  for triggernum, event in pairs(events[id] or {}) do
    local allStates = WeakAuras.GetTriggerStateForTrigger(id, triggernum);
    if (event.force_events) then
      if (type(event.force_events) == "string") then
        updateTriggerState = RunTriggerFunc(allStates, events[id][triggernum], id, triggernum, event.force_events) or updateTriggerState;
      elseif (type(event.force_events) == "table") then
        for index, event_args in pairs(event.force_events) do
          updateTriggerState = RunTriggerFunc(allStates, events[id][triggernum], id, triggernum, unpack(event_args)) or updateTriggerState;
        end
      elseif (type(event.force_events) == "boolean" and event.force_events) then
        for i, eventName in pairs(event.events) do
          if eventName == "COMBAT_LOG_EVENT_UNFILTERED_CUSTOM" then
            eventName = "COMBAT_LOG_EVENT_UNFILTERED"
          end
          updateTriggerState = RunTriggerFunc(allStates, events[id][triggernum], id, triggernum, eventName) or updateTriggerState;
        end
      end
    end
  end

  if (updateTriggerState) then
    WeakAuras.UpdatedTriggerState(id);
  end
  WeakAuras.ActivateAuraEnvironment(nil);
end

function GenericTrigger.ScanAll()
  for id, _ in pairs(loaded_auras) do
    GenericTrigger.ScanWithFakeEvent(id);
  end
end

function HandleEvent(frame, event, arg1, arg2, ...)
  WeakAuras.StartProfileSystem("generictrigger " .. event);
  if not(WeakAuras.IsPaused()) then
    if(event == "COMBAT_LOG_EVENT_UNFILTERED") then
      WeakAuras.ScanEvents(event, arg1, arg2, ...);
      -- This triggers the scanning of "hacked" COMBAT_LOG_EVENT_UNFILTERED events that were renamed in order to circumvent
      -- the "proper" COMBAT_LOG_EVENT_UNFILTERED checks
      WeakAuras.ScanEvents("COMBAT_LOG_EVENT_UNFILTERED_CUSTOM", arg1, arg2, ...);
    else
      WeakAuras.ScanEvents(event, arg1, arg2, ...);
    end
  end
  if (event == "PLAYER_ENTERING_WORLD") then
    timer:ScheduleTimer(function()
      WeakAuras.StartProfileSystem("generictrigger WA_DELAYED_PLAYER_ENTERING_WORLD");
      HandleEvent(frame, "WA_DELAYED_PLAYER_ENTERING_WORLD");
      WeakAuras.CheckCooldownReady();
      WeakAuras.StopProfileSystem("generictrigger WA_DELAYED_PLAYER_ENTERING_WORLD");
      WeakAuras.PreShowModels()
    end,
    0.8);  -- Data not available

    timer:ScheduleTimer(function()
      WeakAuras.PreShowModels()
    end,
    4);  -- Data not available
  end
  WeakAuras.StopProfileSystem("generictrigger " .. event);
end

function HandleUnitEvent(frame, event, unit, ...)
  if frame.unit ~= unit then return end
  WeakAuras.StartProfileSystem("generictrigger " .. event .. " " .. unit);
  if not(WeakAuras.IsPaused()) then
    if (UnitIsUnit(unit, frame.unit)) then
      WeakAuras.ScanUnitEvents(event, unit, ...);
    end
  end
  WeakAuras.StopProfileSystem("generictrigger " .. event .. " " .. unit);
end

function GenericTrigger.UnloadAll()
  wipe(loaded_auras);
  wipe(loaded_events);
  wipe(loaded_unit_events);
  WeakAuras.UnregisterAllEveryFrameUpdate();
end

function GenericTrigger.UnloadDisplays(toUnload)
  for id in pairs(toUnload) do
    loaded_auras[id] = false;
    for eventname, events in pairs(loaded_events) do
      if(eventname == "COMBAT_LOG_EVENT_UNFILTERED") then
        for subeventname, subevents in pairs(events) do
          subevents[id] = nil;
        end
      else
        events[id] = nil;
      end
    end
    for unit, events in pairs(loaded_unit_events) do
      for eventname, auras in pairs(events) do
        auras[id] = nil;
      end
    end
    WeakAuras.UnregisterEveryFrameUpdate(id);
  end
end

local genericTriggerRegisteredEvents = {};
local genericTriggerRegisteredUnitEvents = {};
local frame = CreateFrame("FRAME");
frame.unitFrames = {};
WeakAuras.frames["WeakAuras Generic Trigger Frame"] = frame;
frame:RegisterEvent("PLAYER_ENTERING_WORLD");
genericTriggerRegisteredEvents["PLAYER_ENTERING_WORLD"] = true;
frame:SetScript("OnEvent", HandleEvent);

function GenericTrigger.Delete(id)
  GenericTrigger.UnloadDisplays({[id] = true});
end

function GenericTrigger.Rename(oldid, newid)
  events[newid] = events[oldid];
  events[oldid] = nil;

  for eventname, events in pairs(loaded_events) do
    if(eventname == "COMBAT_LOG_EVENT_UNFILTERED") then
      for subeventname, subevents in pairs(events) do
        subevents[oldid] = subevents[newid];
        subevents[oldid] = nil;
      end
    else
      events[newid] = events[oldid];
      events[oldid] = nil;
    end
  end

  for unit, events in pairs(loaded_unit_events) do
    for eventname, auras in pairs(events) do
      auras[newid] = auras[oldid]
      auras[oldid] = nil
    end
  end

  WeakAuras.EveryFrameUpdateRename(oldid, newid)
end

local function MultiUnitLoop(Func, unit, ...)
  unit = string.lower(unit)
  if unit == "boss" or unit == "arena" then
    for i = 1, 5 do
      Func(unit..i, ...)
    end
  elseif unit == "group" then
    Func("player", ...)
    for i = 1, 4 do
      Func("party"..i, ...)
    end
    for i = 1, 40 do
      Func("raid"..i, ...)
    end
  elseif unit == "party" then
    Func("player", ...)
    for i = 1, 4 do
      Func("party"..i, ...)
    end
  elseif unit == "raid" then
    for i = 1, 40 do
      Func("raid"..i, ...)
    end
  else
    Func(unit, ...)
  end
end

function LoadEvent(id, triggernum, data)
  if data.events then
    for index, event in pairs(data.events) do
      loaded_events[event] = loaded_events[event] or {};
      if(event == "COMBAT_LOG_EVENT_UNFILTERED" and data.subevents) then
        for i, subevent in pairs(data.subevents) do
          loaded_events[event][subevent] = loaded_events[event][subevent] or {};
          loaded_events[event][subevent][id] = loaded_events[event][subevent][id] or {}
          loaded_events[event][subevent][id][triggernum] = data;
        end
      else
        loaded_events[event][id] = loaded_events[event][id] or {};
        loaded_events[event][id][triggernum] = data;
      end
    end
  end
  if (data.internal_events) then
    for index, event in pairs(data.internal_events) do
      loaded_events[event] = loaded_events[event] or {};
      loaded_events[event][id] = loaded_events[event][id] or {};
      loaded_events[event][id][triggernum] = data;
    end
  end
  if data.unit_events then
    for unit, events in pairs(data.unit_events) do
      unit = string.lower(unit)
      for index, event in pairs(events) do
        MultiUnitLoop(
          function(unit)
            loaded_unit_events[unit] = loaded_unit_events[unit] or {};
            loaded_unit_events[unit][event] = loaded_unit_events[unit][event] or {};
            loaded_unit_events[unit][event][id] = loaded_unit_events[unit][event][id] or {}
            loaded_unit_events[unit][event][id][triggernum] = data;
          end, unit
        )
      end
    end
  end

  if (data.loadFunc) then
    data.loadFunc(data.trigger);
  end
end

local function trueFunction()
  return true;
end

local eventsToRegister = {};
local unitEventsToRegister = {};
function GenericTrigger.LoadDisplays(toLoad, loadEvent, ...)
  for id in pairs(toLoad) do
    local register_for_frame_updates = false;
    if(events[id]) then
      loaded_auras[id] = true;
      for triggernum, data in pairs(events[id]) do
        if data.events then
          for index, event in pairs(data.events) do
            if (event == "COMBAT_LOG_EVENT_UNFILTERED_CUSTOM") then
              if not genericTriggerRegisteredEvents["COMBAT_LOG_EVENT_UNFILTERED"] then
                eventsToRegister["COMBAT_LOG_EVENT_UNFILTERED"] = true;
              end
            elseif (event == "FRAME_UPDATE") then
              register_for_frame_updates = true;
            else
              if (genericTriggerRegisteredEvents[event]) then
                -- Already registered event
              else
                eventsToRegister[event] = true;
              end
            end
          end
        end
        if data.unit_events then
          for unit, events in pairs(data.unit_events) do
            for index, event in pairs(events) do
              MultiUnitLoop(
                function (unit)
                  if not (genericTriggerRegisteredUnitEvents[unit] and genericTriggerRegisteredUnitEvents[unit][event]) then
                    unitEventsToRegister[unit] = unitEventsToRegister[unit] or {}
                    unitEventsToRegister[unit][event] = true
                  end
                end, unit
              )
            end
          end
        end

        LoadEvent(id, triggernum, data);
      end
    end

    if(register_for_frame_updates) then
      WeakAuras.RegisterEveryFrameUpdate(id);
    else
      WeakAuras.UnregisterEveryFrameUpdate(id);
    end
  end

  for event in pairs(eventsToRegister) do
    frame:RegisterEvent(event)
    genericTriggerRegisteredEvents[event] = true;
  end

  for unit, events in pairs(unitEventsToRegister) do
    for event in pairs(events) do
      if not frame.unitFrames[unit] then
        frame.unitFrames[unit] = CreateFrame("FRAME")
        frame.unitFrames[unit].unit = unit
        frame.unitFrames[unit]:SetScript("OnEvent", HandleUnitEvent);
      end
      frame.unitFrames[unit]:RegisterEvent(event)
      genericTriggerRegisteredUnitEvents[unit] = genericTriggerRegisteredUnitEvents[unit] or {};
      genericTriggerRegisteredUnitEvents[unit][event] = true;
    end
  end

  for id in pairs(toLoad) do
    GenericTrigger.ScanWithFakeEvent(id);
  end

  -- Replay events that lead to loading, if we weren't already registered for them
  if (eventsToRegister[loadEvent]) then
    WeakAuras.ScanEvents(loadEvent, ...);
  end
  local loadUnit = ...
  if loadUnit and unitEventsToRegister[loadUnit] and unitEventsToRegister[loadUnit][loadEvent] then
    WeakAuras.ScanUnitEvents(loadEvent, ...);
  end

  wipe(eventsToRegister);
  wipe(unitEventsToRegister);
end

function GenericTrigger.FinishLoadUnload()
end

--- Adds a display, creating all internal data structures for all triggers.
-- @param data
-- @param region
function GenericTrigger.Add(data, region)
  local id = data.id;
  events[id] = nil;
  WeakAuras.forceable_events[id] = {};

  for triggernum, triggerData in ipairs(data.triggers) do
    local trigger, untrigger = triggerData.trigger, triggerData.untrigger
    local triggerType;
    if(trigger and type(trigger) == "table") then
      triggerType = trigger.type;
      if(triggerType == "status" or triggerType == "event" or triggerType == "custom") then
        local triggerFuncStr, triggerFunc, untriggerFuncStr, untriggerFunc, statesParameter;
        local trigger_events = {};
        local internal_events = {};
        local trigger_unit_events = {};
        local trigger_subevents = {};
        local force_events = false;
        local durationFunc, overlayFuncs, nameFunc, iconFunc, textureFunc, stacksFunc, loadFunc;
        local tsuConditionVariables;
        if(triggerType == "status" or triggerType == "event") then
          if not(trigger.event) then
            error("Improper arguments to WeakAuras.Add - trigger type is \"event\" but event is not defined");
          elseif not(event_prototypes[trigger.event]) then
            if(event_prototypes["Health"]) then
              trigger.event = "Health";
            else
              error("Improper arguments to WeakAuras.Add - no event prototype can be found for event type \""..trigger.event.."\" and default prototype reset failed.");
            end
          else
            if (trigger.event == "Combat Log") then
              if (not trigger.subeventPrefix) then
                trigger.subeventPrefix = ""
              end
              if (not trigger.subeventSuffix) then
                trigger.subeventSuffix = "";
              end
              if not(WeakAuras.subevent_actual_prefix_types[trigger.subeventPrefix]) then
                trigger.subeventSuffix = "";
              end
            end

            triggerFuncStr = ConstructFunction(event_prototypes[trigger.event], trigger);

            statesParameter = event_prototypes[trigger.event].statesParameter;
            WeakAuras.debug(id.." - "..triggernum.." - Trigger", 1);
            WeakAuras.debug(triggerFuncStr);
            triggerFunc = WeakAuras.LoadFunction(triggerFuncStr, id);

            durationFunc = event_prototypes[trigger.event].durationFunc;
            nameFunc = event_prototypes[trigger.event].nameFunc;
            iconFunc = event_prototypes[trigger.event].iconFunc;
            textureFunc = event_prototypes[trigger.event].textureFunc;
            stacksFunc = event_prototypes[trigger.event].stacksFunc;
            loadFunc = event_prototypes[trigger.event].loadFunc;

            if (event_prototypes[trigger.event].overlayFuncs) then
              overlayFuncs = {};
              local dest = 1;
              for i, v in ipairs(event_prototypes[trigger.event].overlayFuncs) do
                if (v.enable(trigger)) then
                  overlayFuncs[dest] = v.func;
                  dest = dest + 1;
                end
              end
            end

            if (event_prototypes[trigger.event].automaticrequired) then
              trigger.unevent = "auto";
            elseif event_prototypes[trigger.event].timedrequired then
              if type(event_prototypes[trigger.event].timedrequired) == "function" then
                if event_prototypes[trigger.event].timedrequired(trigger) then
                  trigger.unevent = "timed"
                else
                  if not(WeakAuras.eventend_types[trigger.unevent]) then
                    trigger.unevent = "timed"
                  end
                end
              else
                trigger.unevent = "timed"
              end
            elseif event_prototypes[trigger.event].automatic then
              if not(WeakAuras.autoeventend_types[trigger.unevent]) then
                trigger.unevent = "auto"
              end
            else
              if not(WeakAuras.eventend_types[trigger.unevent]) then
                trigger.unevent = "timed"
              end
            end
            trigger.duration = trigger.duration or "1"

            if(trigger.unevent == "custom") then
              untriggerFuncStr = ConstructFunction(event_prototypes[trigger.event], untrigger);
            elseif(trigger.unevent == "auto") then
              untriggerFuncStr = ConstructFunction(event_prototypes[trigger.event], trigger, true);
            end

            if(untriggerFuncStr) then
              WeakAuras.debug(id.." - "..triggernum.." - Untrigger", 1)
              WeakAuras.debug(untriggerFuncStr);
              untriggerFunc = WeakAuras.LoadFunction(untriggerFuncStr, id);
            end

            local prototype = event_prototypes[trigger.event];
            if(prototype) then
              local trigger_all_events = prototype.events;
              internal_events = prototype.internal_events;
              force_events = prototype.force_events;
              if prototype.subevents then
                trigger_subevents = prototype.subevents
                if trigger_subevents and type(trigger_subevents) == "function" then
                  trigger_subevents = trigger_subevents(trigger, untrigger)
                end
              end
              if (type(trigger_all_events) == "function") then
                trigger_all_events = trigger_all_events(trigger, untrigger);
              end
              trigger_events = trigger_all_events.events
              trigger_unit_events = trigger_all_events.unit_events
              if (type(internal_events) == "function") then
                internal_events = internal_events(trigger, untrigger);
              end
              if (type(force_events) == "function") then
                force_events = force_events(trigger, untrigger)
              end
            end
          end
        else
          triggerFunc = WeakAuras.LoadFunction("return "..(trigger.custom or ""), id);
          if (trigger.custom_type == "stateupdate") then
            tsuConditionVariables = WeakAuras.LoadFunction("return function() return \n" .. (trigger.customVariables or "") .. "\n end");
            if not tsuConditionVariables then
              tsuConditionVariables = function() return end
            end
          end

          if(trigger.custom_type == "status" or trigger.custom_type == "event" and trigger.custom_hide == "custom") then
            untriggerFunc = WeakAuras.LoadFunction("return "..(untrigger.custom or ""), id);
            if (not untriggerFunc) then
              untriggerFunc = trueFunction;
            end
          end

          if(trigger.custom_type ~= "stateupdate" and trigger.customDuration and trigger.customDuration ~= "") then
            durationFunc = WeakAuras.LoadFunction("return "..trigger.customDuration, id);
          end
          if(trigger.custom_type ~= "stateupdate") then
            overlayFuncs = {};
            for i = 1, 7 do
              local property = "customOverlay" .. i;
              if (trigger[property] and trigger[property] ~= "") then
                overlayFuncs[i] = WeakAuras.LoadFunction("return ".. trigger[property], id);
              end
            end
          end
          if(trigger.custom_type ~= "stateupdate" and trigger.customName and trigger.customName ~= "") then
            nameFunc = WeakAuras.LoadFunction("return "..trigger.customName, id);
          end
          if(trigger.custom_type ~= "stateupdate" and trigger.customIcon and trigger.customIcon ~= "") then
            iconFunc = WeakAuras.LoadFunction("return "..trigger.customIcon, id);
          end
          if(trigger.custom_type ~= "stateupdate" and trigger.customTexture and trigger.customTexture ~= "") then
            textureFunc = WeakAuras.LoadFunction("return "..trigger.customTexture, id);
          end
          if(trigger.custom_type ~= "stateupdate" and trigger.customStacks and trigger.customStacks ~= "") then
            stacksFunc = WeakAuras.LoadFunction("return "..trigger.customStacks, id);
          end

          if((trigger.custom_type == "status" or trigger.custom_type == "stateupdate") and trigger.check == "update") then
            trigger_events = {"FRAME_UPDATE"};
          else
            local rawEvents = WeakAuras.split(trigger.events);
            for index, event in pairs(rawEvents) do
              -- custom events in the form of event:unit1:unit2:unitX are registered with RegisterUnitEvent
              local trueEvent
              local hasParam = false
              local isCLEU = false
              local isUnitEvent = false
              for i in event:gmatch("[^:]+") do
                if not trueEvent then
                  trueEvent = string.upper(i)
                  isCLEU = trueEvent == "CLEU" or trueEvent == "COMBAT_LOG_EVENT_UNFILTERED"
                elseif isCLEU then
                  local subevent = string.upper(i)
                  if WeakAuras.IsCLEUSubevent(subevent) then
                    tinsert(trigger_subevents, subevent)
                    hasParam = true
                  end
                elseif trueEvent:match("^UNIT_") then
                  MultiUnitLoop(
                    function(unit)
                      trigger_unit_events[unit] = trigger_unit_events[unit] or {}
                      tinsert(trigger_unit_events[unit], trueEvent)
                      isUnitEvent = true
                    end, i
                  )
                end
              end
              if isCLEU then
                if hasParam then
                  tinsert(trigger_events, "COMBAT_LOG_EVENT_UNFILTERED")
                else
                  -- This is a dirty, lazy, dirty hack. "Proper" COMBAT_LOG_EVENT_UNFILTERED events are indexed by their sub-event types (e.g. SPELL_PERIODIC_DAMAGE),
                  -- but custom COMBAT_LOG_EVENT_UNFILTERED events are not guaranteed to have sub-event types. Thus, if the user specifies that they want to use
                  -- COMBAT_LOG_EVENT_UNFILTERED, this hack renames the event to COMBAT_LOG_EVENT_UNFILTERED_CUSTOM to circumvent the COMBAT_LOG_EVENT_UNFILTERED checks
                  -- that are already in place. Replacing all those checks would be a pain in the ass.
                  tinsert(trigger_events, "COMBAT_LOG_EVENT_UNFILTERED_CUSTOM")
                end
              elseif isUnitEvent then
                -- not added to trigger_events
              else
                tinsert(trigger_events, event)
              end
              force_events = trigger.custom_type == "status" or trigger.custom_type == "stateupdate";
            end
          end
          if (trigger.custom_type == "stateupdate") then
            statesParameter = "full";
          end
        end

        local automaticAutoHide;
        local duration;
        if(triggerType == "custom"
          and trigger.custom_type == "event"
          and trigger.custom_hide == "timed") then
            automaticAutoHide = true;
            if (not trigger.dynamicDuration) then
              duration = tonumber(trigger.duration);
            end
        end

        if (triggerType == "event" and trigger.unevent == "timed") then
          duration = tonumber(trigger.duration);
          automaticAutoHide = true;
        end

        if trigger.event == "Combat Log" and trigger.subeventPrefix and trigger.subeventSuffix then
          tinsert(trigger_subevents, trigger.subeventPrefix .. trigger.subeventSuffix)
        end

        events[id] = events[id] or {};
        events[id][triggernum] = {
          trigger = trigger,
          triggerFunc = triggerFunc,
          untriggerFunc = untriggerFunc,
          statesParameter = statesParameter,
          event = trigger.event,
          events = trigger_events,
          internal_events = internal_events,
          force_events = force_events,
          unit_events = trigger_unit_events,
          inverse = trigger.use_inverse,
          subevents = trigger_subevents,
          unevent = trigger.unevent,
          durationFunc = durationFunc,
          overlayFuncs = overlayFuncs,
          nameFunc = nameFunc,
          iconFunc = iconFunc,
          textureFunc = textureFunc,
          stacksFunc = stacksFunc,
          loadFunc = loadFunc,
          duration = duration,
          automaticAutoHide = automaticAutoHide,
          tsuConditionVariables = tsuConditionVariables
        };
      end
    end
  end


end

do
  local update_clients = {};
  local update_clients_num = 0;
  local update_frame = nil
  WeakAuras.frames["Custom Trigger Every Frame Updater"] = update_frame;
  local updating = false;

  function WeakAuras.RegisterEveryFrameUpdate(id)
    if not(update_clients[id]) then
      update_clients[id] = true;
      update_clients_num = update_clients_num + 1;
    end
    if not(update_frame) then
      update_frame = CreateFrame("FRAME");
    end
    if not(updating) then
      update_frame:SetScript("OnUpdate", function()
        if not(WeakAuras.IsPaused()) then
          WeakAuras.ScanEvents("FRAME_UPDATE");
        end
      end);
      updating = true;
    end
  end

  function WeakAuras.EveryFrameUpdateRename(oldid, newid)
    update_clients[newid] = update_clients[oldid];
    update_clients[oldid] = nil;
  end

  function WeakAuras.UnregisterEveryFrameUpdate(id)
    if(update_clients[id]) then
      update_clients[id] = nil;
      update_clients_num = update_clients_num - 1;
    end
    if(update_clients_num == 0 and update_frame and updating) then
      update_frame:SetScript("OnUpdate", nil);
      updating = false;
    end
  end

  function WeakAuras.UnregisterAllEveryFrameUpdate()
    if (not update_frame) then
      return;
    end
    wipe(update_clients);
    update_clients_num = 0;
    update_frame:SetScript("OnUpdate", nil);
    updating = false;
  end
end

local combatLogUpgrade = {
  ["sourceunit"] = "sourceUnit",
  ["source"] = "sourceName",
  ["destunit"] = "destUnit",
  ["dest"] = "destName"
}

local oldPowerTriggers = {
  ["Combo Points"] = 4,
  ["Holy Power"] = 9,
  ["Insanity"] = 13,
  ["Chi Power"] = 12,
  ["Astral Power"] = 8,
  ["Maelstrom"] =  11,
  ["Arcane Charges"] = 16,
  ["Fury"] = 17,
  ["Pain"] = 18,
  ["Shards"] = 7,
}

function GenericTrigger.Modernize(data)
  for triggernum, triggerData in ipairs(data.triggers) do
    local trigger, untrigger = triggerData.trigger, triggerData.untrigger

    if (data.internalVersion < 2) then
      -- Convert any references to "COMBAT_LOG_EVENT_UNFILTERED_CUSTOM" to "COMBAT_LOG_EVENT_UNFILTERED"
      if(trigger and trigger.custom) then
        trigger.custom = trigger.custom:gsub("COMBAT_LOG_EVENT_UNFILTERED_CUSTOM", "COMBAT_LOG_EVENT_UNFILTERED");
      end

      if(untrigger and untrigger.custom) then
        untrigger.custom = untrigger.custom:gsub("COMBAT_LOG_EVENT_UNFILTERED_CUSTOM", "COMBAT_LOG_EVENT_UNFILTERED");
      end

      if trigger and trigger["event"] and trigger["event"] == "DBM Timer" then
        if (type(trigger.spellId) == "number") then
          trigger.spellId = tostring(trigger.spellId);
        end
      end

      if trigger and trigger["event"] and trigger["event"] == "Item Set Equipped" then
        trigger.event = "Equipment Set";
      end

      -- Convert ember trigger
      local fixEmberTrigger = function(trigger)
        if (trigger.power and not trigger.ember) then
          trigger.ember = tostring(tonumber(trigger.power) * 10);
          trigger.use_ember = trigger.use_power
          trigger.ember_operator = trigger.power_operator;
          trigger.power = nil;
          trigger.use_power = nil;
          trigger.power_operator = nil;
        end
      end

      if (trigger and trigger.type and trigger.event and trigger.type == "status" and trigger.event == "Burning Embers") then
        fixEmberTrigger(trigger);
        fixEmberTrigger(untrigger);
      end

      if (trigger and trigger.type and trigger.event and trigger.type == "status"
        and (trigger.event == "Cooldown Progress (Spell)"
        or trigger.event == "Cooldown Progress (Item)"
        or trigger.event == "Death Knight Rune")) then

        if (not trigger.showOn) then
          if (trigger.use_inverse) then
            trigger.showOn = "showOnReady"
          else
            trigger.showOn = "showOnCooldown"
          end

          if (trigger.event == "Death Knight Rune") then
            trigger.use_genericShowOn = true;
          end
          trigger.use_inverse = nil
        end
      end

      for old, new in pairs(combatLogUpgrade) do
        if (trigger and trigger[old]) then
          local useOld = "use_" .. old;
          local useNew = "use_" .. new;
          trigger[useNew] = trigger[useOld];
          trigger[new] = trigger[old];

          trigger[old] = nil;
          trigger[useOld] = nil;
        end
      end

      -- Convert separated Power Triggers to sub options of the Power trigger
      if (trigger and trigger.type and trigger.event and trigger.type == "status" and oldPowerTriggers[trigger.event]) then
        trigger.powertype = oldPowerTriggers[trigger.event]
        trigger.use_powertype = true;
        trigger.use_percentpower = false;
        if (trigger.event == "Combo Points") then
          trigger.power = trigger.combopoints;
          trigger.power_operator = trigger.combopoints_operator
          trigger.use_power = trigger.use_combopoints;
        end
        trigger.event = "Power";
        trigger.unit = "player";
      end
    end

    if data.internalVersion < 6 then
      if trigger and trigger.type ~= "aura" then
        trigger.genericShowOn = trigger.showOn or "showOnActive"
        trigger.showOn = nil
        trigger.use_genericShowOn = trigger.use_showOn
      end
    end
  end
end

function GenericTrigger.AllAdded()
  -- Remove GTFO options if GTFO isn't enabled and there are no saved GTFO auras
  local hideGTFO = true;
  local hideDBM = true;

  if (GTFO) then
    hideGTFO = false;
  end

  if (DBM) then
    hideDBM = false;
  end

  for id, event in pairs(events) do
    for triggernum, data in pairs(event) do
      if (data.trigger.event == "GTFO") then
        hideGTFO = false;
      end
      if (data.trigger.event == "DBM Announce" or data.trigger.event == "DBM Timer") then
        hideDBM = false;
      end
    end
  end
  if (hideGTFO) then
    WeakAuras.event_types["GTFO"] = nil;
  end
  if (hideDBM) then
    WeakAuras.event_types["DBM Announce"] = nil;
    WeakAuras.status_types["DBM Timer"] = nil;
  end
end

--#############################
--# Support code for triggers #
--#############################

-- Swing timer support code
do
  local mh = GetInventorySlotInfo("MainHandSlot")
  local oh = GetInventorySlotInfo("SecondaryHandSlot")
  local ranged = WeakAuras.IsClassic() and GetInventorySlotInfo("RangedSlot")

  local swingTimerFrame;
  local lastSwingMain, lastSwingOff, lastSwingRange;
  local swingDurationMain, swingDurationOff, swingDurationRange, mainSwingOffset;
  local mainTimer, offTimer, rangeTimer;
  local selfGUID;
  local mainSpeed, offSpeed = UnitAttackSpeed("player")
  local casting = false

  function WeakAuras.GetSwingTimerInfo(hand)
    if(hand == "main") then
      local itemId = GetInventoryItemID("player", mh);
      local name, _, _, _, _, _, _, _, _, icon = GetItemInfo(itemId or 0);
      if(lastSwingMain) then
        return swingDurationMain, lastSwingMain + swingDurationMain - mainSwingOffset, name, icon;
      elseif not WeakAuras.IsClassic() and lastSwingRange then
        return swingDurationRange, lastSwingRange + swingDurationRange, name, icon;
      else
        return 0, math.huge, name, icon;
      end
    elseif(hand == "off") then
      local itemId = GetInventoryItemID("player", oh);
      local name, _, _, _, _, _, _, _, _, icon = GetItemInfo(itemId or 0);
      if(lastSwingOff) then
        return swingDurationOff, lastSwingOff + swingDurationOff, name, icon;
      else
        return 0, math.huge, name, icon;
      end
    elseif(hand == "ranged") then
      local itemId = GetInventoryItemID("player", ranged);
      local name, _, _, _, _, _, _, _, _, icon = GetItemInfo(itemId or 0);
      if (lastSwingRange) then
        return swingDurationRange, lastSwingRange + swingDurationRange, name, icon;
      else
        return 0, math.huge, name, icon;
      end
    end

    return 0, math.huge;
  end

  local function swingEnd(hand)
    if(hand == "main") then
      lastSwingMain, swingDurationMain, mainSwingOffset = nil, nil, nil;
    elseif(hand == "off") then
      lastSwingOff, swingDurationOff = nil, nil;
    elseif(hand == "ranged") then
      lastSwingRange, swingDurationRange = nil, nil;
    end
    WeakAuras.ScanEvents("SWING_TIMER_END");
  end

  local function swingTimerCLEUCheck(ts, event, sourceGUID, _, _, destGUID, _, _, ...)
    WeakAuras.StartProfileSystem("generictrigger swing");
    if(sourceGUID == selfGUID) then
      if(event == "SWING_DAMAGE" or event == "SWING_MISSED") then
        local isOffHand = select(event == "SWING_DAMAGE" and 10 or 2, ...);

        local event;
        local currentTime = GetTime();
        mainSpeed, offSpeed = UnitAttackSpeed("player");
        offSpeed = offSpeed or 0;
        if not(isOffHand) then
          lastSwingMain = currentTime;
          swingDurationMain = mainSpeed;
          mainSwingOffset = 0;
          event = "SWING_TIMER_START";
          timer:CancelTimer(mainTimer);
          mainTimer = timer:ScheduleTimerFixed(swingEnd, mainSpeed, "main");
        elseif(isOffHand) then
          lastSwingOff = currentTime;
          swingDurationOff = offSpeed;
          event = "SWING_TIMER_START";
          timer:CancelTimer(offTimer);
          offTimer = timer:ScheduleTimerFixed(swingEnd, offSpeed, "off");
        end
        WeakAuras.ScanEvents(event);
      end
    elseif (destGUID == selfGUID and (select(1, ...) == "PARRY" or select(4, ...) == "PARRY")) then
      if (lastSwingMain) then
        local timeLeft = lastSwingMain + swingDurationMain - GetTime();
        if (timeLeft > 0.6 * swingDurationMain) then
          timer:CancelTimer(mainTimer);
          mainTimer = timer:ScheduleTimerFixed(swingEnd, timeLeft - 0.4 * swingDurationMain, "main");
          mainSwingOffset = 0.4 * swingDurationMain
          WeakAuras.ScanEvents("SWING_TIMER_CHANGE");
        elseif (timeLeft > 0.2 * swingDurationMain) then
          timer:CancelTimer(mainTimer);
          mainTimer = timer:ScheduleTimerFixed(swingEnd, timeLeft - 0.2 * swingDurationMain, "main");
          mainSwingOffset = 0.2 * swingDurationMain
          WeakAuras.ScanEvents("SWING_TIMER_CHANGE");
        end
      end
    end
    WeakAuras.StopProfileSystem("generictrigger swing");
  end

  local function swingTimerCheck(event, unit, guid, spell)
    if unit ~= "player" then return end
    WeakAuras.StartProfileSystem("generictrigger swing");
    if event == "UNIT_ATTACK_SPEED" then
      local mainSpeedNew, offSpeedNew = UnitAttackSpeed("player")
      offSpeedNew = offSpeedNew or 0
      if lastSwingMain then
        if mainSpeedNew ~= mainSpeed then
          timer:CancelTimer(mainTimer)
          local multiplier = mainSpeedNew / mainSpeed
          local timeLeft = (lastSwingMain + swingDurationMain - GetTime()) * multiplier
          swingDurationMain = mainSpeedNew
          mainTimer = timer:ScheduleTimerFixed(swingEnd, timeLeft, "main")
          WeakAuras.ScanEvents("SWING_TIMER_CHANGE")
        end
      end
      if lastSwingOff then
        if offSpeedNew ~= offSpeed then
          timer:CancelTimer(offTimer)
          local multiplier = offSpeedNew / mainSpeed
          local timeLeft = (lastSwingOff + swingDurationOff - GetTime()) * multiplier
          swingDurationOff = offSpeedNew
          offTimer = timer:ScheduleTimerFixed(swingEnd, timeLeft, "off")
          WeakAuras.ScanEvents("SWING_TIMER_CHANGE")
        end
      end
      mainSpeed, offSpeed = mainSpeedNew, offSpeedNew
    elseif casting and (event == "UNIT_SPELLCAST_INTERRUPTED" or event == "UNIT_SPELLCAST_FAILED") then
      casting = false
    elseif event == "UNIT_SPELLCAST_SUCCEEDED" then
      if WeakAuras.reset_swing_spells[spell] or casting then
        if casting then
          casting = false
        end
        local event;
        mainSpeed, offSpeed = UnitAttackSpeed("player");
        lastSwingMain = GetTime();
        swingDurationMain = mainSpeed;
        mainSwingOffset = 0;
        if (lastSwingMain) then
          timer:CancelTimer(mainTimer);
          event = "SWING_TIMER_CHANGE";
        else
          event = "SWING_TIMER_START";
        end
        mainTimer = timer:ScheduleTimerFixed(swingEnd, mainSpeed, "main");
        WeakAuras.ScanEvents(event);
      elseif WeakAuras.reset_ranged_swing_spells[spell] then
        local event;
        local currentTime = GetTime();
        local speed = UnitRangedDamage("player");
        if(lastSwingRange) then
          if WeakAuras.IsClassic() then
            timer:CancelTimer(rangeTimer, true)
          else
            timer:CancelTimer(mainTimer, true)
          end
          event = "SWING_TIMER_CHANGE";
        else
          event = "SWING_TIMER_START";
        end
        lastSwingRange = currentTime;
        swingDurationRange = speed;
        if WeakAuras.IsClassic() then
          rangeTimer = timer:ScheduleTimerFixed(swingEnd, speed, "ranged");
        else
          mainTimer = timer:ScheduleTimerFixed(swingEnd, speed, "main");
        end
        WeakAuras.ScanEvents(event);
      end
    elseif event == "UNIT_SPELLCAST_START" then
      -- pause swing timer
      casting = true
      lastSwingMain, swingDurationMain, mainSwingOffset = nil, nil, nil
      lastSwingOff, swingDurationOff = nil, nil
      WeakAuras.ScanEvents("SWING_TIMER_END")
    end
    WeakAuras.StopProfileSystem("generictrigger swing");
  end

  function WeakAuras.InitSwingTimer()
    if not(swingTimerFrame) then
      swingTimerFrame = CreateFrame("frame");
      swingTimerFrame:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED");
      swingTimerFrame:RegisterEvent("PLAYER_ENTER_COMBAT");
      swingTimerFrame:RegisterEvent("UNIT_ATTACK_SPEED");
      swingTimerFrame:RegisterEvent("UNIT_SPELLCAST_SUCCEEDED");
      if WeakAuras.IsClassic() then
        swingTimerFrame:RegisterEvent("UNIT_SPELLCAST_START")
        swingTimerFrame:RegisterEvent("UNIT_SPELLCAST_INTERRUPTED")
        swingTimerFrame:RegisterEvent("UNIT_SPELLCAST_FAILED")
      end
      swingTimerFrame:SetScript("OnEvent",
        function(_, event, ...)
          if event == "COMBAT_LOG_EVENT_UNFILTERED" then
            swingTimerCLEUCheck(...)
          else
            swingTimerCheck(event, ...)
          end
        end);
      selfGUID = UnitGUID("player");
    end
  end
end

-- CD/Rune/GCD support code
do
  local cdReadyFrame;

  local spells = {};
  local spellKnown = {};

  local spellCounts = {}

  local items = {};
  local itemCdDurs = {};
  local itemCdExps = {};
  local itemCdHandles = {};
  local itemCdEnabled = {};

  local itemSlots = {};
  local itemSlotsCdDurs = {};
  local itemSlotsCdExps = {};
  local itemSlotsCdHandles = {};
  local itemSlotsEnable = {};

  local runes = {};
  local runeCdDurs = {};
  local runeCdExps = {};
  local runeCdHandles = {};

  local gcdStart;
  local gcdDuration;
  local gcdSpellName;
  local gcdSpellIcon;
  local gcdEndCheck;

  local shootStart
  local shootDuration

  local function GetRuneDuration()
    local runeDuration = -100;
    for id, _ in pairs(runes) do
      local startTime, duration = GetRuneCooldown(id);
      duration = duration or 0;
      runeDuration = duration > 0 and duration or runeDuration
    end
    return runeDuration
  end

  local function CheckGCD()
    local event;
    local startTime, duration
    if WeakAuras.IsClassic() then
      startTime, duration = GetSpellCooldown(29515);
      shootStart, shootDuration = GetSpellCooldown(5019)
    else
      startTime, duration = GetSpellCooldown(61304);
    end
    if(duration and duration > 0) then
      if not(gcdStart) then
        event = "GCD_START";
      elseif(gcdStart ~= startTime) then
        event = "GCD_CHANGE";
      end
      gcdStart, gcdDuration = startTime, duration;
      local endCheck = startTime + duration + 0.1;
      if(gcdEndCheck ~= endCheck) then
        gcdEndCheck = endCheck;
        timer:ScheduleTimerFixed(CheckGCD, duration + 0.1);
      end
    else
      if(gcdStart) then
        event = "GCD_END"
      end
      gcdStart, gcdDuration = nil, nil;
      gcdSpellName, gcdSpellIcon = nil, nil;
      gcdEndCheck = 0;
    end
    if(event) then
      WeakAuras.ScanEvents(event);
    end
  end

  local RecheckHandles = {
    expirationTime = {},
    handles = {},
    Recheck = function(self, id)
      self.handles[id] = nil
      self.expirationTime[id] = nil
      CheckGCD();
      WeakAuras.CheckSpellCooldown(id, GetRuneDuration())
    end,
    Schedule = function(self, expirationTime, id)
      if (not self.expirationTime[id] or expirationTime < self.expirationTime[id]) and expirationTime > 0 then
        if self.handles[id] then
          timer:CancelTimer(self.handles[id])
          self.handles[id] = nil
          self.expirationTime[id] = nil
        end

        local duration = expirationTime - GetTime()
        if duration > 0 then
          self.handles[id] = timer:ScheduleTimerFixed(self.Recheck, duration, self, id)
          self.expirationTime[id] = expirationTime
        end
      end
    end
  }

  local function FetchSpellCooldown(self, id)
    if self.duration[id] and self.expirationTime[id] then
      return self.expirationTime[id] - self.duration[id], self.duration[id]
    end
    return 0, 0
  end

  local function HandleSpell(self, id, startTime, duration)
    local changed = false
    local nowReady = false
    local time = GetTime()
    if self.expirationTime[id] and self.expirationTime[id] <= time and self.expirationTime[id] ~= 0 then
      self.duration[id] = 0
      self.expirationTime[id] = 0
      changed = true
      nowReady = true
    end
    local endTime = startTime + duration;
    if endTime <= time then
      startTime = 0
      duration = 0
      endTime = 0
    end

    if duration > 0 then
      if (startTime == gcdStart and duration == gcdDuration)
          or (WeakAuras.IsClassic() and duration == shootDuration and startTime == shootStart)
      then
        -- GCD cooldown, this could mean that the spell reset!
        if self.expirationTime[id] and self.expirationTime[id] > endTime and self.expirationTime[id] ~= 0 then
          self.duration[id] = 0
          self.expirationTime[id] = 0
          changed = true
          nowReady = true
        end
        RecheckHandles:Schedule(endTime, id)
        return changed, nowReady
      end
    end

    if self.duration[id] ~= duration then
      self.duration[id] = duration
      changed = true
    end

    if self.expirationTime[id] ~= endTime then
      self.expirationTime[id] = endTime
      changed = true
      nowReady = endTime == 0
    end

    RecheckHandles:Schedule(endTime, id)
    return changed, nowReady
  end

  local function CreateSpellCDHandler()
    local cd = {
      duration = {},
      expirationTime = {},
      handles = {}, -- Share handles, and use lowest time to schedule
      HandleSpell = HandleSpell,
      FetchSpellCooldown = FetchSpellCooldown
    }
    return cd
  end

  local spellCds = CreateSpellCDHandler();
  local spellCdsRune = CreateSpellCDHandler();
  local spellCdsOnlyCooldown = CreateSpellCDHandler();
  local spellCdsOnlyCooldownRune = CreateSpellCDHandler();
  local spellCdsCharges = CreateSpellCDHandler();

  local spellIds = {}

  function WeakAuras.InitCooldownReady()
    cdReadyFrame = CreateFrame("FRAME");
    WeakAuras.frames["Cooldown Trigger Handler"] = cdReadyFrame
    cdReadyFrame:RegisterEvent("RUNE_POWER_UPDATE");
    cdReadyFrame:RegisterEvent("PLAYER_TALENT_UPDATE");
    cdReadyFrame:RegisterEvent("CHARACTER_POINTS_CHANGED");
    cdReadyFrame:RegisterEvent("SPELL_UPDATE_COOLDOWN");
    cdReadyFrame:RegisterEvent("UNIT_SPELLCAST_SENT");
    cdReadyFrame:RegisterEvent("BAG_UPDATE_COOLDOWN");
    cdReadyFrame:RegisterEvent("UNIT_INVENTORY_CHANGED")
    cdReadyFrame:RegisterEvent("PLAYER_EQUIPMENT_CHANGED");
    cdReadyFrame:RegisterEvent("ACTIONBAR_UPDATE_COOLDOWN");
    cdReadyFrame:RegisterEvent("SPELLS_CHANGED");
    cdReadyFrame:RegisterEvent("PLAYER_ENTERING_WORLD");
    cdReadyFrame:SetScript("OnEvent", function(self, event, ...)
      WeakAuras.StartProfileSystem("generictrigger cd tracking");
      if not WeakAuras.IsPaused() then
        if(event == "SPELL_UPDATE_COOLDOWN"
          or event == "RUNE_POWER_UPDATE" or event == "ACTIONBAR_UPDATE_COOLDOWN"
          or event == "PLAYER_TALENT_UPDATE"
          or event == "CHARACTER_POINTS_CHANGED") then
          WeakAuras.CheckCooldownReady();
        elseif(event == "SPELLS_CHANGED") then
          WeakAuras.CheckSpellKnown();
          WeakAuras.CheckCooldownReady();
        elseif(event == "UNIT_SPELLCAST_SENT") then
          local unit, guid, castGUID, name = ...;
          if(unit == "player") then
            name = GetSpellInfo(name);
            if(gcdSpellName ~= name) then
              local icon = GetSpellTexture(name);
              gcdSpellName = name;
              gcdSpellIcon = icon;
              WeakAuras.ScanEvents("GCD_UPDATE");
            end
          end
        elseif(event == "UNIT_INVENTORY_CHANGED" or event == "BAG_UPDATE_COOLDOWN" or event == "PLAYER_EQUIPMENT_CHANGED") then
          WeakAuras.CheckItemSlotCooldowns();
        end
      end
      WeakAuras.StopProfileSystem("generictrigger cd tracking");
    end);
  end

  function WeakAuras.GetRuneCooldown(id)
    if(runes[id] and runeCdExps[id] and runeCdDurs[id]) then
      return runeCdExps[id] - runeCdDurs[id], runeCdDurs[id];
    else
      return 0, 0;
    end
  end

  function WeakAuras.GetSpellCooldown(id, ignoreRuneCD, showgcd, ignoreSpellKnown, track)
    if (not spellKnown[id] and not ignoreSpellKnown) then
      return;
    end
    local startTime, duration, gcdCooldown;
    if track == "charges" then
      startTime, duration = spellCdsCharges:FetchSpellCooldown(id)
    elseif track == "cooldown" then
      if ignoreRuneCD then
        startTime, duration = spellCdsOnlyCooldownRune:FetchSpellCooldown(id)
      else
        startTime, duration = spellCdsOnlyCooldown:FetchSpellCooldown(id)
      end
    elseif (ignoreRuneCD) then
      startTime, duration = spellCdsRune:FetchSpellCooldown(id)
    else
      startTime, duration = spellCds:FetchSpellCooldown(id)
    end

    if (showgcd) then
      if ((gcdStart or 0) + (gcdDuration or 0) > startTime + duration) then
        startTime = gcdStart;
        duration = gcdDuration;
        gcdCooldown = true;
      end
    end

    return startTime, duration, gcdCooldown;
  end

  function WeakAuras.GetSpellCharges(id, ignoreSpellKnown)
    if (not spellKnown[id] and not ignoreSpellKnown) then
      return;
    end
    return spellCounts[id];
  end

  function WeakAuras.GetItemCooldown(id, showgcd)
    local startTime, duration, enabled, gcdCooldown;
    if(items[id] and itemCdExps[id] and itemCdDurs[id]) then
      startTime, duration, enabled = itemCdExps[id] - itemCdDurs[id], itemCdDurs[id], itemCdEnabled[id];
    else
      startTime, duration, enabled = 0, 0, itemCdEnabled[id] or 1;
    end
    if (showgcd) then
      if ((gcdStart or 0) + (gcdDuration or 0) > startTime + duration) then
        startTime = gcdStart;
        duration = gcdDuration;
        gcdCooldown = true;
      end
    end
    return startTime, duration, enabled, gcdCooldown;
  end

  function WeakAuras.GetGCDInfo()
    if(gcdStart) then
      return gcdDuration, gcdStart + gcdDuration, gcdSpellName or "Invalid", gcdSpellIcon or "Interface\\Icons\\INV_Misc_QuestionMark";
    else
      return 0, math.huge, gcdSpellName or "Invalid", gcdSpellIcon or "Interface\\Icons\\INV_Misc_QuestionMark";
    end
  end

  function WeakAuras.gcdDuration()
    return gcdDuration or 0;
  end

  function WeakAuras.GcdSpellName()
    return gcdSpellName;
  end

  function WeakAuras.GetItemSlotCooldown(id, showgcd)
    local startTime, duration, enabled, gcdCooldown;
    if(itemSlots[id] and itemSlotsCdExps[id] and itemSlotsCdDurs[id]) then
      startTime, duration, enabled = itemSlotsCdExps[id] - itemSlotsCdDurs[id], itemSlotsCdDurs[id], itemSlotsEnable[id];
    else
      startTime, duration, enabled = 0, 0, itemSlotsEnable[id];
    end

    if (showgcd) then
      if ((gcdStart or 0) + (gcdDuration or 0) > startTime + duration) then
        startTime = gcdStart;
        duration = gcdDuration;
        gcdCooldown = true;
      end
    end
    return startTime, duration, enabled, gcdCooldown;
  end

  local function RuneCooldownFinished(id)
    runeCdHandles[id] = nil;
    runeCdDurs[id] = nil;
    runeCdExps[id] = nil;
    WeakAuras.ScanEvents("RUNE_COOLDOWN_READY", id);
  end

  local function ItemCooldownFinished(id)
    itemCdHandles[id] = nil;
    itemCdDurs[id] = nil;
    itemCdExps[id] = nil;
    itemCdEnabled[id] = 1;
    WeakAuras.ScanEvents("ITEM_COOLDOWN_READY", id);
  end

  local function ItemSlotCooldownFinished(id)
    itemSlotsCdHandles[id] = nil;
    itemSlotsCdDurs[id] = nil;
    itemSlotsCdExps[id] = nil;
    WeakAuras.ScanEvents("ITEM_SLOT_COOLDOWN_READY", id);
  end

  function WeakAuras.CheckRuneCooldown()
    local runeDuration = -100;
    for id, _ in pairs(runes) do
      local startTime, duration = GetRuneCooldown(id);
      startTime = startTime or 0;
      duration = duration or 0;
      runeDuration = duration > 0 and duration or runeDuration
      local time = GetTime();

      if(not startTime or startTime == 0) then
        startTime = 0
        duration = 0
      end

      if(duration > 0 and duration ~= WeakAuras.gcdDuration()) then
        -- On non-GCD cooldown
        local endTime = startTime + duration;

        if not(runeCdExps[id]) then
          -- New cooldown
          runeCdDurs[id] = duration;
          runeCdExps[id] = endTime;
          runeCdHandles[id] = timer:ScheduleTimerFixed(RuneCooldownFinished, endTime - time, id);
          WeakAuras.ScanEvents("RUNE_COOLDOWN_STARTED", id);
        elseif(runeCdExps[id] ~= endTime) then
          -- Cooldown is now different
          if(runeCdHandles[id]) then
            timer:CancelTimer(runeCdHandles[id]);
          end
          runeCdDurs[id] = duration;
          runeCdExps[id] = endTime;
          runeCdHandles[id] = timer:ScheduleTimerFixed(RuneCooldownFinished, endTime - time, id);
          WeakAuras.ScanEvents("RUNE_COOLDOWN_CHANGED", id);
        end
      elseif(duration > 0) then
      -- GCD, do nothing
      else
        if(runeCdExps[id]) then
          -- Somehow CheckCooldownReady caught the rune cooldown before the timer callback
          -- This shouldn't happen, but if it does, no problem
          if(runeCdHandles[id]) then
            timer:CancelTimer(runeCdHandles[id]);
          end
          RuneCooldownFinished(id);
        end
      end
    end
    return runeDuration;
  end

  function WeakAuras.GetSpellCooldownUnified(id, runeDuration)
    local startTimeCooldown, durationCooldown, enabled = GetSpellCooldown(id)

    startTimeCooldown = startTimeCooldown or 0;
    durationCooldown = durationCooldown or 0;

    -- WORKAROUND Sometimes the API returns very high bogus numbers causing client freeezes, discard them here. WowAce issue #1008
    if (durationCooldown > 604800) then
      durationCooldown = 0;
      startTimeCooldown = 0;
    end

    if (startTimeCooldown > GetTime() + 2^31 / 1000) then
      -- WORKAROUND WoW wraps around negative values with 2^32/1000
      -- So if we find a cooldown in the far future, then undo the wrapping
      startTimeCooldown = startTimeCooldown - 2^32 / 1000
    end

    -- Default to GetSpellCharges
    local unifiedCooldownBecauseRune, cooldownBecauseRune = false, false;
    if (enabled == 0) then
      startTimeCooldown, durationCooldown = 0, 0
    end

    local onNonGCDCD = durationCooldown and startTimeCooldown and durationCooldown > 0 and (durationCooldown ~= gcdDuration or startTimeCooldown ~= gcdStart);
    if (onNonGCDCD) then
      cooldownBecauseRune = runeDuration and durationCooldown and abs(durationCooldown - runeDuration) < 0.001;
      unifiedCooldownBecauseRune = cooldownBecauseRune
    end

    return startTimeCooldown, durationCooldown, unifiedCooldownBecauseRune, cooldownBecauseRune, GetSpellCount(id);
  end

  function WeakAuras.CheckSpellKnown()
    for id, _ in pairs(spells) do
      local known = WeakAuras.IsSpellKnownIncludingPet(id);
      if (known ~= spellKnown[id]) then
        spellKnown[id] = known;
        WeakAuras.ScanEvents("SPELL_COOLDOWN_CHANGED", id);
      end
    end
  end

  function WeakAuras.CheckSpellCooldown(id, runeDuration)
    local startTimeCooldown, durationCooldown, unifiedCooldownBecauseRune, cooldownBecauseRune, spellCount = WeakAuras.GetSpellCooldownUnified(id, runeDuration);

    local time = GetTime();
    local remaining = startTimeCooldown + durationCooldown - time;

    local chargesChanged = spellCounts[id] ~= spellCount;
    local chargesDifference = (spellCount or 0) - (spellCount or 0)
    spellCounts[id] = spellCount

    local changed = false
    if spellIds[id] ~= id then
      spellIds[id] = id
      changed = true
      chargesChanged = true
    end

    changed = spellCds:HandleSpell(id, startTimeCooldown, durationCooldown) or changed
    if not unifiedCooldownBecauseRune then
      changed = spellCdsRune:HandleSpell(id, startTimeCooldown, durationCooldown) or changed
    end
    local cdChanged, nowReady = spellCdsOnlyCooldown:HandleSpell(id, startTimeCooldown, durationCooldown)
    changed = cdChanged or changed
    if not cooldownBecauseRune then
      changed = spellCdsOnlyCooldownRune:HandleSpell(id, startTimeCooldown, durationCooldown) or changed
    end

    if nowReady then
      WeakAuras.ScanEvents("SPELL_COOLDOWN_READY", id);
    end

    if changed or chargesChanged then
      WeakAuras.ScanEvents("SPELL_COOLDOWN_CHANGED", id);
    end

    if (chargesDifference ~= 0 ) then
      WeakAuras.ScanEvents("SPELL_CHARGES_CHANGED", id, chargesDifference, spellCount or 0);
    end
  end

  function WeakAuras.CheckSpellCooldows(runeDuration)
    for id, _ in pairs(spells) do
      WeakAuras.CheckSpellCooldown(id, runeDuration)
    end
  end

  function WeakAuras.CheckItemCooldowns()
    for id, _ in pairs(items) do
      local startTime, duration, enabled = GetItemCooldown(id);
      if (duration == 0) then
        enabled = 1;
      end
      if (enabled == 0) then
        startTime, duration = 0, 0
      end

      local itemCdEnabledChanged = (itemCdEnabled[id] ~= enabled);
      itemCdEnabled[id] = enabled;
      startTime = startTime or 0;
      duration = duration or 0;
      local time = GetTime();

      -- We check against 1.5 and gcdDuration, as apparently the durations might not match exactly.
      -- But there shouldn't be any trinket with a actual cd of less than 1.5 anyway
      if(duration > 0 and duration > 1.5 and duration ~= WeakAuras.gcdDuration()) then
        -- On non-GCD cooldown
        local endTime = startTime + duration;

        if not(itemCdExps[id]) then
          -- New cooldown
          itemCdDurs[id] = duration;
          itemCdExps[id] = endTime;
          itemCdHandles[id] = timer:ScheduleTimerFixed(ItemCooldownFinished, endTime - time, id);
          WeakAuras.ScanEvents("ITEM_COOLDOWN_STARTED", id);
          itemCdEnabledChanged = false;
        elseif(itemCdExps[id] ~= endTime) then
          -- Cooldown is now different
          if(itemCdHandles[id]) then
            timer:CancelTimer(itemCdHandles[id]);
          end
          itemCdDurs[id] = duration;
          itemCdExps[id] = endTime;
          itemCdHandles[id] = timer:ScheduleTimerFixed(ItemCooldownFinished, endTime - time, id);
          WeakAuras.ScanEvents("ITEM_COOLDOWN_CHANGED", id);
          itemCdEnabledChanged = false;
        end
      elseif(duration > 0) then
      -- GCD, do nothing
      else
        if(itemCdExps[id]) then
          -- Somehow CheckCooldownReady caught the item cooldown before the timer callback
          -- This shouldn't happen, but if it does, no problem
          if(itemCdHandles[id]) then
            timer:CancelTimer(itemCdHandles[id]);
          end
          ItemCooldownFinished(id);
          itemCdEnabledChanged = false;
        end
      end
      if (itemCdEnabledChanged) then
        WeakAuras.ScanEvents("ITEM_COOLDOWN_CHANGED", id);
      end
    end
  end

  function WeakAuras.CheckItemSlotCooldowns()
    for id, itemId in pairs(itemSlots) do
      local startTime, duration, enable = GetInventoryItemCooldown("player", id);
      itemSlotsEnable[id] = enable;
      startTime = startTime or 0;
      duration = duration or 0;
      local time = GetTime();

      -- We check against 1.5 and gcdDuration, as apparently the durations might not match exactly.
      -- But there shouldn't be any trinket with a actual cd of less than 1.5 anyway
      if(duration > 0 and duration > 1.5 and duration ~= WeakAuras.gcdDuration()) then
        -- On non-GCD cooldown
        local endTime = startTime + duration;

        if not(itemSlotsCdExps[id]) then
          -- New cooldown
          itemSlotsCdDurs[id] = duration;
          itemSlotsCdExps[id] = endTime;
          itemSlotsCdHandles[id] = timer:ScheduleTimerFixed(ItemSlotCooldownFinished, endTime - time, id);
          WeakAuras.ScanEvents("ITEM_SLOT_COOLDOWN_STARTED", id);
        elseif(itemSlotsCdExps[id] ~= endTime) then
          -- Cooldown is now different
          if(itemSlotsCdHandles[id]) then
            timer:CancelTimer(itemSlotsCdHandles[id]);
          end
          itemSlotsCdDurs[id] = duration;
          itemSlotsCdExps[id] = endTime;
          itemSlotsCdHandles[id] = timer:ScheduleTimerFixed(ItemSlotCooldownFinished, endTime - time, id);
          WeakAuras.ScanEvents("ITEM_SLOT_COOLDOWN_CHANGED", id);
        end
      elseif(duration > 0) then
      -- GCD, do nothing
      else
        if(itemSlotsCdExps[id]) then
          -- Somehow CheckCooldownReady caught the item cooldown before the timer callback
          -- This shouldn't happen, but if it does, no problem
          if(itemSlotsCdHandles[id]) then
            timer:CancelTimer(itemSlotsCdHandles[id]);
          end
          ItemSlotCooldownFinished(id);
        end
      end

      local newItemId = GetInventoryItemID("player", id);
      if (itemId ~= newItemId) then
        WeakAuras.ScanEvents("ITEM_SLOT_COOLDOWN_ITEM_CHANGED");
        itemSlots[id] = newItemId or 0;
      end
    end
  end

  function WeakAuras.CheckCooldownReady()
    CheckGCD();
    local runeDuration = WeakAuras.CheckRuneCooldown();
    WeakAuras.CheckSpellCooldows(runeDuration);
    WeakAuras.CheckItemCooldowns();
    WeakAuras.CheckItemSlotCooldowns();
  end

  function WeakAuras.WatchGCD()
    if not(cdReadyFrame) then
      WeakAuras.InitCooldownReady();
    end
  end

  function WeakAuras.WatchRuneCooldown(id)
    if not(cdReadyFrame) then
      WeakAuras.InitCooldownReady();
    end

    if not id or id == 0 then return end

    if not(runes[id]) then
      runes[id] = true;
      local startTime, duration = GetRuneCooldown(id);

      if(not startTime or startTime == 0) then
        startTime = 0
        duration = 0
      end

      if(duration > 0 and duration ~= WeakAuras.gcdDuration()) then
        local time = GetTime();
        local endTime = startTime + duration;
        runeCdDurs[id] = duration;
        runeCdExps[id] = endTime;
        if not(runeCdHandles[id]) then
          runeCdHandles[id] = timer:ScheduleTimerFixed(RuneCooldownFinished, endTime - time, id);
        end
      end
    end
  end

  function WeakAuras.WatchSpellCooldown(id, ignoreRunes)
    if not(cdReadyFrame) then
      WeakAuras.InitCooldownReady();
    end

    if not id or id == 0 then return end

    if ignoreRunes then
      for i = 1, 6 do
        WeakAuras.WatchRuneCooldown(i);
      end
    end

    if (spells[id]) then
      return;
    end
    spells[id] = true;
    spellIds[id] = id
    spellKnown[id] = WeakAuras.IsSpellKnownIncludingPet(id);

    local startTimeCooldown, durationCooldown, unifiedCooldownBecauseRune, cooldownBecauseRune, spellCount = WeakAuras.GetSpellCooldownUnified(id, GetRuneDuration());
    spellCounts[id] = spellCount
    spellCds:HandleSpell(id, startTimeCooldown, durationCooldown)
    if not unifiedCooldownBecauseRune then
      spellCdsRune:HandleSpell(id, startTimeCooldown, durationCooldown)
    end
    spellCdsOnlyCooldown:HandleSpell(id, startTimeCooldown, durationCooldown)
    if not cooldownBecauseRune then
      spellCdsOnlyCooldownRune:HandleSpell(id, startTimeCooldown, durationCooldown)
    end
  end

  function WeakAuras.WatchItemCooldown(id)
    if not(cdReadyFrame) then
      WeakAuras.InitCooldownReady();
    end

    if not id or id == 0 then return end

    if not(items[id]) then
      items[id] = true;
      local startTime, duration, enabled = GetItemCooldown(id);
      if (duration == 0) then
        enabled = 1;
      end
      if (enabled == 0) then
        startTime, duration = 0, 0
      end
      itemCdEnabled[id] = enabled;
      if(duration > 0 and duration > 1.5 and duration ~= WeakAuras.gcdDuration()) then
        local time = GetTime();
        local endTime = startTime + duration;
        itemCdDurs[id] = duration;
        itemCdExps[id] = endTime;
        if not(itemCdHandles[id]) then
          itemCdHandles[id] = timer:ScheduleTimerFixed(ItemCooldownFinished, endTime - time, id);
        end
      end
    end
  end

  function WeakAuras.WatchItemSlotCooldown(id)
    if not(cdReadyFrame) then
      WeakAuras.InitCooldownReady();
    end

    if not id or id == 0 then return end

    if not(itemSlots[id]) then
      itemSlots[id] = GetInventoryItemID("player", id);
      local startTime, duration, enable = GetInventoryItemCooldown("player", id);
      itemSlotsEnable[id] = enable;
      if(duration > 0 and duration > 1.5 and duration ~= WeakAuras.gcdDuration()) then
        local time = GetTime();
        local endTime = startTime + duration;
        itemSlotsCdDurs[id] = duration;
        itemSlotsCdExps[id] = endTime;
        if not(itemSlotsCdHandles[id]) then
          itemSlotsCdHandles[id] = timer:ScheduleTimerFixed(ItemSlotCooldownFinished, endTime - time, id);
        end
      end
    end
  end
end

do
  local spellActivationSpells = {};
  local spellActivationSpellsCurrent = {};
  local spellActivationFrame;
  local function InitSpellActivation()
    spellActivationFrame = CreateFrame("FRAME");
    WeakAuras.frames["Spell Activation"] = spellActivationFrame;
    spellActivationFrame:RegisterEvent("SPELL_ACTIVATION_OVERLAY_GLOW_SHOW");
    spellActivationFrame:RegisterEvent("SPELL_ACTIVATION_OVERLAY_GLOW_HIDE");
    spellActivationFrame:SetScript("OnEvent", function(self, event, spell)
      WeakAuras.StartProfileSystem("generictrigger");
      if (spellActivationSpells[spell]) then
        spellActivationSpellsCurrent[spell] = (event == "SPELL_ACTIVATION_OVERLAY_GLOW_SHOW");
        WeakAuras.ScanEvents("WA_UPDATE_OVERLAY_GLOW", spell);
      end
      WeakAuras.StopProfileSystem("generictrigger");
    end);
  end

  function WeakAuras.WatchSpellActivation(id)
    if (not id) then
      return;
    end
    if (not spellActivationFrame) then
      InitSpellActivation();
    end
    spellActivationSpells[id] = true;
  end

  function WeakAuras.SpellActivationActive(id)
    return spellActivationSpellsCurrent[id];
  end
end

local watchUnitChange

-- Nameplates only distinguish between friends and everyone else
function WeakAuras.GetPlayerReaciton(unit)
  return UnitIsEnemy('player', unit) and 'hostile' or 'friendly'
end

function WeakAuras.WatchUnitChange(unit)
  unit = string.lower(unit)
  if not watchUnitChange then
    watchUnitChange = CreateFrame("FRAME");
    watchUnitChange.unitChangeGUIDS = {}
    watchUnitChange.unitRoles = {}
    watchUnitChange.inRaid = IsInRaid()

    WeakAuras.frames["Unit Change Frame"] = watchUnitChange;
    watchUnitChange:RegisterEvent("PLAYER_TARGET_CHANGED")
    watchUnitChange:RegisterEvent("PLAYER_FOCUS_CHANGED");
    watchUnitChange:RegisterEvent("UNIT_TARGET");
    watchUnitChange:RegisterEvent("PARTY_MEMBERS_CHANGED");
    watchUnitChange:RegisterEvent("RAID_ROSTER_UPDATE");
    watchUnitChange:RegisterEvent("PLAYER_ENTERING_WORLD")

    watchUnitChange:SetScript("OnEvent", function(self, event, unit)
      WeakAuras.StartProfileSystem("generictrigger unit change");
      local inRaid = IsInRaid()
      local inRaidChanged = inRaid ~= watchUnitChange.inRaid
      local UnitGroupRolesAssigned = not WeakAuras.IsClassic() and UnitGroupRolesAssigned or function() return "DAMAGER" end

      for unit, guid in pairs(watchUnitChange.unitChangeGUIDS) do
        local newGuid = WeakAuras.UnitExistsFixed(unit) and UnitGUID(unit) or ""
        if guid ~= newGuid or event == "PLAYER_ENTERING_WORLD" then
          WeakAuras.ScanEvents("UNIT_CHANGED_" .. unit, unit)
          watchUnitChange.unitChangeGUIDS[unit] = newGuid
        elseif WeakAuras.multiUnitUnits.group[unit] then
          -- If in raid changed we send a UNIT_CHANGED for the group units
          if inRaidChanged then
            WeakAuras.ScanEvents("UNIT_CHANGED_" .. unit, unit)
          else
            local newRole = UnitGroupRolesAssigned(unit)
            if watchUnitChange.unitRoles[unit] ~= newRole then
              watchUnitChange.unitRoles[unit] = newRole
              WeakAuras.ScanEvents("UNIT_ROLE_CHANGED_" .. unit, unit)
            end
          end
        end
      end
      watchUnitChange.inRaid = inRaid
      WeakAuras.StopProfileSystem("generictrigger unit change");
    end)
  end
  watchUnitChange.unitChangeGUIDS = watchUnitChange.unitChangeGUIDS or {}
  watchUnitChange.unitChangeGUIDS[unit] = UnitGUID(unit) or ""
end

function WeakAuras.GetEquipmentSetInfo(itemSetName, partial)
  local bestMatchNumItems = 0;
  local bestMatchNumEquipped = 0;
  local bestMatchName = nil;
  local bestMatchIcon = nil;

  local equipmentSetIds = C_EquipmentSet.GetEquipmentSetIDs();
  for index, id in pairs(equipmentSetIds) do
    local name, icon, _, _, numItems, numEquipped = C_EquipmentSet.GetEquipmentSetInfo(id);
    if (itemSetName == nil or (name and itemSetName == name)) then
      if (name ~= nil) then
        local match = (not partial and numItems == numEquipped)
          or (partial and (numEquipped or 0) > bestMatchNumEquipped);
        if (match) then
          bestMatchNumEquipped = numEquipped;
          bestMatchNumItems = numItems;
          bestMatchName = name;
          bestMatchIcon = icon;
        end
      end
    end
  end
  return bestMatchName, bestMatchIcon, bestMatchNumEquipped, bestMatchNumItems;
end

-- DBM
do
  local registeredDBMEvents = {}
  local bars = {}
  local nextExpire -- time of next expiring timer
  local recheckTimer -- handle of timer

  local function dbmRecheckTimers()
    local now = GetTime()
    nextExpire = nil
    for id, bar in pairs(bars) do
      if bar.expirationTime < now then
        bars[id] = nil
        WeakAuras.ScanEvents("DBM_TimerStop", id)
      elseif nextExpire == nil then
        nextExpire = bar.expirationTime
      elseif bar.expirationTime < nextExpire then
        nextExpire = bar.expirationTime
      end
    end

    if nextExpire then
      recheckTimer = timer:ScheduleTimerFixed(dbmRecheckTimers, nextExpire - now)
    end
  end

  local function dbmEventCallback(event, ...)
    if event == "DBM_TimerStart" then
      local id, msg, duration, icon, timerType, spellId, dbmType = ...
      local now = GetTime()
      local expirationTime = now + duration
      bars[id] = bars[id] or {}
      local bar = bars[id]
      bar.message = msg
      bar.expirationTime = expirationTime
      bar.duration = duration
      bar.icon = icon
      bar.timerType = timerType
      bar.spellId = tostring(spellId)
      bar.count = msg:match("(%d+)") or "0"
      bar.dbmType = dbmType

      local barOptions = DBM.Bars.options
      local r, g, b = 0, 0, 0
      if dbmType == 1 then
        r, g, b = barOptions.StartColorAR, barOptions.StartColorAG, barOptions.StartColorAB
      elseif dbmType == 2 then
        r, g, b = barOptions.StartColorAER, barOptions.StartColorAEG, barOptions.StartColorAEB
      elseif dbmType == 3 then
        r, g, b = barOptions.StartColorDR, barOptions.StartColorDG, barOptions.StartColorDB
      elseif dbmType == 4 then
        r, g, b = barOptions.StartColorIR, barOptions.StartColorIG, barOptions.StartColorIB
      elseif dbmType == 5 then
        r, g, b = barOptions.StartColorRR, barOptions.StartColorRG, barOptions.StartColorRB
      elseif dbmType == 6 then
        r, g, b = barOptions.StartColorPR, barOptions.StartColorPG, barOptions.StartColorPB
      elseif dbmType == 7 then
        r, g, b = barOptions.StartColorUIR, barOptions.StartColorUIG, barOptions.StartColorUIB
      else
        r, g, b = barOptions.StartColorR, barOptions.StartColorG, barOptions.StartColorB
      end
      bar.dbmColor = {r, g, b}

      WeakAuras.ScanEvents("DBM_TimerStart", id)
      if nextExpire == nil then
        recheckTimer = timer:ScheduleTimerFixed(dbmRecheckTimers, expirationTime - now)
        nextExpire = expirationTime
      elseif expirationTime < nextExpire then
        timer:CancelTimer(recheckTimer)
        recheckTimer = timer:ScheduleTimerFixed(dbmRecheckTimers, expirationTime - now)
        nextExpire = expirationTime
      end
    elseif event == "DBM_TimerStop" then
      local id = ...
      bars[id] = nil
      WeakAuras.ScanEvents("DBM_TimerStop", id)
    elseif event == "kill" or event == "wipe" then -- Wipe or kill, removing all timers
      local id = ...
      bars = {}
      WeakAuras.ScanEvents("DBM_TimerStopAll", id)
    elseif event == "DBM_TimerUpdate" then
      local id, elapsed, duration = ...
      local now = GetTime()
      local expirationTime = now + duration - elapsed
      local bar = bars[id]
      if bar then
        bar.duration = duration
        bar.expirationTime = expirationTime
        if expirationTime < nextExpire then
          timer:CancelTimer(recheckTimer)
          recheckTimer = timer:ScheduleTimerFixed(dbmRecheckTimers, duration - elapsed)
          nextExpire = expirationTime
        end
      end
      WeakAuras.ScanEvents("DBM_TimerUpdate", id)
    else -- DBM_Announce
      WeakAuras.ScanEvents(event, ...)
    end
  end

  function WeakAuras.DBMTimerMatches(timerId, id, message, operator, spellId, dbmType, count)
    if not bars[timerId] then
      return false
    end

    local v = bars[timerId]
    if id and id ~= "" and id ~= timerId then
      return false
    end
    if spellId and spellId ~= "" and spellId ~= v.spellId then
      return false
    end
    if message and message ~= "" and operator then
      if operator == "==" then
        if v.message ~= message then
          return false
        end
      elseif operator == "find('%s')" then
        if v.message == nil or not v.message:find(message, 1, true) then
          return false
        end
      elseif operator == "match('%s')" then
        if v.message == nil or not v.message:match(message) then
          return false
        end
      end
    end
    if count and count ~= "" and count ~= v.count then
      return false
    end
    if dbmType and dbmType ~= v.dbmType then
      return false
    end
    return true
  end

  function WeakAuras.GetDBMTimerById(id)
    return bars[id]
  end

  function WeakAuras.GetAllDBMTimers()
    return bars
  end

  function WeakAuras.GetDBMTimer(id, message, operator, spellId, extendTimer, dbmType, count)
    local bestMatch
    for timerId, bar in pairs(bars) do
      if WeakAuras.DBMTimerMatches(timerId, id, message, operator, spellId, dbmType, count)
      and (bestMatch == nil or bar.expirationTime < bestMatch.expirationTime)
      and bar.expirationTime + extendTimer > GetTime()
      then
        bestMatch = bar
      end
    end
    return bestMatch
  end

  function WeakAuras.CopyBarToState(bar, states, id, extendTimer)
    extendTimer = extendTimer or 0
    if extendTimer + bar.duration < 0 then return end
    states[id] = states[id] or {}
    local state = states[id]
    state.show = true
    state.changed = true
    state.icon = bar.icon
    state.message = bar.message
    state.name = bar.message
    state.expirationTime = bar.expirationTime + extendTimer
    state.progressType = 'timed'
    state.duration = bar.duration + extendTimer
    state.timerType = bar.timerType
    state.spellId = bar.spellId
    state.count = bar.count
    state.dbmType = bar.dbmType
    state.dbmColor = bar.dbmColor
    state.extend = extendTimer
    if extendTimer ~= 0 then
      state.autoHide = true
    end
  end

  function WeakAuras.RegisterDBMCallback(event)
    if registeredDBMEvents[event] then
      return
    end
    if DBM then
      DBM:RegisterCallback(event, dbmEventCallback)
      registeredDBMEvents[event] = true
    end
  end

  function WeakAuras.GetDBMTimers()
    return bars
  end

  local scheduled_scans = {}

  local function doDbmScan(fireTime)
    WeakAuras.debug("Performing dbm scan at "..fireTime.." ("..GetTime()..")")
    scheduled_scans[fireTime] = nil
    WeakAuras.ScanEvents("DBM_TimerUpdate")
  end
  function WeakAuras.ScheduleDbmCheck(fireTime)
    if not scheduled_scans[fireTime] then
      scheduled_scans[fireTime] = timer:ScheduleTimerFixed(doDbmScan, fireTime - GetTime() + 0.1, fireTime)
      WeakAuras.debug("Scheduled dbm scan at "..fireTime)
    end
  end
end

-- BigWigs
do
  local registeredBigWigsEvents = {}
  local bars = {}
  local nextExpire -- time of next expiring timer
  local recheckTimer -- handle of timer

  local function recheckTimers()
    local now = GetTime()
    nextExpire = nil
    for id, bar in pairs(bars) do
      if bar.expirationTime < now then
        bars[id] = nil
        WeakAuras.ScanEvents("BigWigs_StopBar", id)
      elseif nextExpire == nil then
        nextExpire = bar.expirationTime
      elseif bar.expirationTime < nextExpire then
        nextExpire = bar.expirationTime
      end
    end

    if nextExpire then
      recheckTimer = timer:ScheduleTimerFixed(recheckTimers, nextExpire - now)
    end
  end

  local function bigWigsEventCallback(event, ...)
    if event == "BigWigs_Message" then
      WeakAuras.ScanEvents("BigWigs_Message", ...)
    elseif event == "BigWigs_StartBar" then
      local addon, spellId, text, duration, icon = ...
      local now = GetTime()
      local expirationTime = now + duration

      local newBar
      bars[text] = bars[text] or {}
      local bar = bars[text]
      bar.addon = addon
      bar.spellId = tostring(spellId)
      bar.text = text
      bar.duration = duration
      bar.expirationTime = expirationTime
      bar.icon = icon
      local BWColorModule = BigWigs:GetPlugin("Colors")
      bar.bwBarColor = BWColorModule:GetColorTable("barColor", addon, spellId)
      bar.bwTextColor = BWColorModule:GetColorTable("barText", addon, spellId)
      bar.bwBackgroundColor = BWColorModule:GetColorTable("barBackground", addon, spellId)
      local BWEmphasizedModule = BigWigs:GetPlugin("Super Emphasize")
      bar.emphasized = BWEmphasizedModule:IsSuperEmphasized(addon, spellId) and true or false
      bar.count = text:match("(%d+)") or "0"
      bar.cast = not(text:match("^[^<]") and true)

      WeakAuras.ScanEvents("BigWigs_StartBar", text)
      if nextExpire == nil then
        recheckTimer = timer:ScheduleTimerFixed(recheckTimers, expirationTime - now)
        nextExpire = expirationTime
      elseif expirationTime < nextExpire then
        timer:CancelTimer(recheckTimer)
        recheckTimer = timer:ScheduleTimerFixed(recheckTimers, expirationTime - now)
        nextExpire = expirationTime
      end
    elseif event == "BigWigs_StopBar" then
      local addon, text = ...
      if bars[text] then
        bars[text] = nil
        WeakAuras.ScanEvents("BigWigs_StopBar", text)
      end
    elseif event == "BigWigs_StopBars"
    or event == "BigWigs_OnBossDisable"
    or event == "BigWigs_OnPluginDisable"
    then
      local addon = ...
      for id, bar in pairs(bars) do
        if bar.addon == addon then
          bars[id] = nil
          WeakAuras.ScanEvents("BigWigs_StopBar", id)
        end
      end
    end
  end

  function WeakAuras.RegisterBigWigsCallback(event)
    if registeredBigWigsEvents[event] then
      return
    end
    if BigWigsLoader then
      BigWigsLoader.RegisterMessage(WeakAuras, event, bigWigsEventCallback)
      registeredBigWigsEvents[event] = true
    end
  end

  function WeakAuras.RegisterBigWigsTimer()
    WeakAuras.RegisterBigWigsCallback("BigWigs_StartBar")
    WeakAuras.RegisterBigWigsCallback("BigWigs_StopBar")
    WeakAuras.RegisterBigWigsCallback("BigWigs_StopBars")
    WeakAuras.RegisterBigWigsCallback("BigWigs_OnBossDisable")
  end

  function WeakAuras.CopyBigWigsTimerToState(bar, states, id, extendTimer)
    extendTimer = extendTimer or 0
    if extendTimer + bar.duration < 0 then return end
    states[id] = states[id] or {}
    local state = states[id]
    state.show = true
    state.changed = true
    state.addon = bar.addon
    state.spellId = bar.spellId
    state.text = bar.text
    state.name = bar.text
    state.duration = bar.duration + extendTimer
    state.expirationTime = bar.expirationTime + extendTimer
    state.bwBarColor = bar.bwBarColor
    state.bwTextColor = bar.bwTextColor
    state.bwBackgroundColor = bar.bwBackgroundColor
    state.emphasized = bar.emphasized
    state.count = bar.count
    state.cast = bar.cast
    state.progressType = "timed"
    state.icon = bar.icon
    state.extend = extendTimer
    if extendTimer ~= 0 then
      state.autoHide = true
    end
  end

  function WeakAuras.BigWigsTimerMatches(id, message, operator, spellId, emphasized, count, cast)
    if not bars[id] then
      return false
    end

    local v = bars[id]
    local bestMatch
    if spellId and spellId ~= "" and spellId ~= v.spellId then
      return false
    end
    if message and message ~= "" and operator then
      if operator == "==" then
        if v.text ~= message then
          return false
        end
      elseif operator == "find('%s')" then
        if v.text == nil or not v.text:find(message, 1, true) then
          return false
        end
      elseif operator == "match('%s')" then
        if v.text == nil or not v.text:match(message) then
          return false
        end
      end
    end
    if emphasized ~= nil and v.emphasized ~= emphasized then
      return false
    end
    if count and count ~= "" and count ~= v.count then
      return false
    end
    if cast ~= nil and v.cast ~= cast then
      return false
    end
    return true
  end

  function WeakAuras.GetAllBigWigsTimers()
    return bars
  end

  function WeakAuras.GetBigWigsTimerById(id)
    return bars[id]
  end

  function WeakAuras.GetBigWigsTimer(text, operator, spellId, extendTimer, emphasized, count, cast)
    local bestMatch
    for id, bar in pairs(bars) do
      if WeakAuras.BigWigsTimerMatches(id, text, operator, spellId, emphasized, count, cast)
      and (bestMatch == nil or bar.expirationTime < bestMatch.expirationTime)
      and bar.expirationTime + extendTimer > GetTime()
      then
        bestMatch = bar
      end
    end
    return bestMatch
  end

  local scheduled_scans = {}

  local function doBigWigsScan(fireTime)
    WeakAuras.debug("Performing BigWigs scan at "..fireTime.." ("..GetTime()..")")
    scheduled_scans[fireTime] = nil
    WeakAuras.ScanEvents("BigWigs_Timer_Update")
  end

  function WeakAuras.ScheduleBigWigsCheck(fireTime)
    if not scheduled_scans[fireTime] then
      scheduled_scans[fireTime] = timer:ScheduleTimerFixed(doBigWigsScan, fireTime - GetTime() + 0.1, fireTime)
      WeakAuras.debug("Scheduled BigWigs scan at "..fireTime)
    end
  end
end

function WeakAuras.CheckTotemName(totemName, triggerTotemName, triggerTotemPattern, triggerTotemOperator)
  if not totemName or totemName == "" then
    return false
  end

  if triggerTotemName and #triggerTotemName > 0 and triggerTotemName ~= totemName then
    return false
  end

  if triggerTotemPattern and #triggerTotemPattern > 0 then
    if triggerTotemOperator == "==" then
      if totemName ~= triggerTotemPattern then
        return false
      end
    elseif triggerTotemOperator == "find('%s')" then
      if not totemName:find(triggerTotemPattern, 1, true) then
        return false
      end
    elseif triggerTotemOperator == "match('%s')" then
      if not totemName:match(triggerTotemPattern) then
        return false
      end
    end
  end

  return true
end

-- Weapon Enchants
do
  local mh = GetInventorySlotInfo("MainHandSlot")
  local oh = GetInventorySlotInfo("SecondaryHandSlot")

  local mh_name, mh_shortenedName, mh_exp, mh_dur, mh_charges, mh_EnchantID;
  local mh_icon = GetInventoryItemTexture("player", mh);

  local oh_name, oh_shortenedName, oh_exp, oh_dur, oh_charges, oh_EnchantID;
  local oh_icon = GetInventoryItemTexture("player", oh);

  local tenchFrame = nil
  WeakAuras.frames["Temporary Enchant Handler"] = tenchFrame;
  local tenchTip;

  function WeakAuras.TenchInit()
    if not(tenchFrame) then
      tenchFrame = CreateFrame("Frame");
      tenchFrame:RegisterEvent("UNIT_INVENTORY_CHANGED");

      tenchTip = WeakAuras.GetHiddenTooltip();

      local function getTenchName(id)
        tenchTip:SetInventoryItem("player", id);
        local lines = { tenchTip:GetRegions() };
        for i,v in ipairs(lines) do
          if(v:GetObjectType() == "FontString") then
            local text = v:GetText();
            if(text) then
              local _, _, name = text:find("^(.+) %(%d+ [^%)]+%)$");
              if(name) then
                local _, _, shortenedName = name:find("^(.+) [VI%d]+$")
                return name, shortenedName or name;
              end
            end
          end
        end

        return "Unknown", "Unknown";
      end

      local function tenchUpdate()
        WeakAuras.StartProfileSystem("generictrigger");
        local _, mh_rem, oh_rem
        _, mh_rem, mh_charges, mh_EnchantID, _, oh_rem, oh_charges, oh_EnchantID = GetWeaponEnchantInfo();
        local time = GetTime();
        local mh_exp_new = mh_rem and (time + (mh_rem / 1000));
        local oh_exp_new = oh_rem and (time + (oh_rem / 1000));
        if(math.abs((mh_exp or 0) - (mh_exp_new or 0)) > 1) then
          mh_exp = mh_exp_new;
          mh_dur = mh_rem and mh_rem / 1000;
          if mh_exp then
            mh_name, mh_shortenedName = getTenchName(mh)
          else
            mh_name, mh_shortenedName = "None", "None"
          end
          mh_icon = GetInventoryItemTexture("player", mh)
        end
        if(math.abs((oh_exp or 0) - (oh_exp_new or 0)) > 1) then
          oh_exp = oh_exp_new;
          oh_dur = oh_rem and oh_rem / 1000;
          if oh_exp then
            oh_name, oh_shortenedName = getTenchName(oh)
          else
            oh_name, oh_shortenedName = "None", "None"
          end
          oh_icon = GetInventoryItemTexture("player", oh)
        end
        WeakAuras.ScanEvents("TENCH_UPDATE");
        WeakAuras.StopProfileSystem("generictrigger");
      end

      tenchFrame:SetScript("OnEvent", function(self, event, arg1)
        WeakAuras.StartProfileSystem("generictrigger");
        if (event == "UNIT_INVENTORY_CHANGED" and arg1 == "player") then
          timer:ScheduleTimer(tenchUpdate, 0.1);
        end
        WeakAuras.StopProfileSystem("generictrigger");
      end);

      tenchUpdate();
    end
  end

  function WeakAuras.GetMHTenchInfo()
    return mh_exp, mh_dur, mh_name, mh_shortenedName, mh_icon, mh_charges, mh_EnchantID;
  end

  function WeakAuras.GetOHTenchInfo()
    return oh_exp, oh_dur, oh_name, oh_shortenedName, oh_icon, oh_charges, oh_EnchantID;
  end
end

-- Pets
do
  local petFrame = nil
  WeakAuras.frames["Pet Use Handler"] = petFrame;
  function WeakAuras.WatchForPetDeath()
    if not(petFrame) then
      petFrame = CreateFrame("frame");
      petFrame:RegisterEvent("UNIT_PET")
      petFrame:SetScript("OnEvent", function(_, event, unit)
        if unit ~= "player" then return end
        WeakAuras.StartProfileSystem("generictrigger")
        WeakAuras.ScanEvents("PET_UPDATE", "pet")
        WeakAuras.StopProfileSystem("generictrigger")
      end)
    end
  end
end

-- Player Moving
do
  local playerMovingFrame = nil
  local moving;

  local function PlayerMoveUpdate(self, event)
    WeakAuras.StartProfileSystem("generictrigger");
    -- channeling e.g. Mind Flay results in lots of PLAYER_STARTED_MOVING, PLAYER_STOPPED_MOVING
    -- for each frame
    -- So check after 0.01 s if IsPlayerMoving() actually returns something different.
    timer:ScheduleTimer(function()
      WeakAuras.StartProfileSystem("generictrigger");
      if (moving ~= IsPlayerMoving() or moving == nil) then
        moving = IsPlayerMoving();
        WeakAuras.ScanEvents("PLAYER_MOVING_UPDATE")
      end
      WeakAuras.StopProfileSystem("generictrigger");
    end, 0.01);
    WeakAuras.StopProfileSystem("generictrigger");
  end

  local function PlayerMoveSpeedUpdate()
    WeakAuras.StartProfileSystem("generictrigger");
    local speed = GetUnitSpeed("player")
    if speed ~= playerMovingFrame.speed then
      playerMovingFrame.speed = speed
      WeakAuras.ScanEvents("PLAYER_MOVE_SPEED_UPDATE")
    end
    WeakAuras.StopProfileSystem("generictrigger");
  end

  function WeakAuras.WatchForPlayerMoving()
    if not(playerMovingFrame) then
      playerMovingFrame = CreateFrame("frame");
      WeakAuras.frames["Player Moving Frame"] =  playerMovingFrame;
    end
    playerMovingFrame:RegisterEvent("PLAYER_STARTED_MOVING");
    playerMovingFrame:RegisterEvent("PLAYER_STOPPED_MOVING");
    playerMovingFrame:SetScript("OnEvent", PlayerMoveUpdate)
  end

  function WeakAuras.WatchPlayerMoveSpeed()
    if not(playerMovingFrame) then
      playerMovingFrame = CreateFrame("frame");
      WeakAuras.frames["Player Moving Frame"] =  playerMovingFrame;
    end
    playerMovingFrame.speed = GetUnitSpeed("player")
    playerMovingFrame:SetScript("OnUpdate", PlayerMoveSpeedUpdate)
  end
end

-- Item Count
local itemCountWatchFrame;
function WeakAuras.RegisterItemCountWatch()
  if not(itemCountWatchFrame) then
    itemCountWatchFrame = CreateFrame("frame");
    itemCountWatchFrame:RegisterUnitEvent("UNIT_SPELLCAST_SUCCEEDED", "player");
    itemCountWatchFrame:SetScript("OnEvent", function()
      WeakAuras.StartProfileSystem("generictrigger");
      timer:ScheduleTimer(WeakAuras.ScanEvents, 0.2, "ITEM_COUNT_UPDATE");
      timer:ScheduleTimer(WeakAuras.ScanEvents, 0.5, "ITEM_COUNT_UPDATE");
      WeakAuras.StopProfileSystem("generictrigger");
    end);
  end
end

do
  local scheduled_scans = {};

  local function doScan(fireTime, event)
    WeakAuras.debug("Performing scan at "..fireTime.." ("..GetTime()..") " .. event);
    scheduled_scans[event][fireTime] = nil;
    WeakAuras.ScanEvents(event);
  end
  function WeakAuras.ScheduleScan(fireTime, event)
    event = event or "COOLDOWN_REMAINING_CHECK"
    scheduled_scans[event] = scheduled_scans[event] or {}
    if not(scheduled_scans[event][fireTime]) then
      WeakAuras.debug("Scheduled scan at " .. fireTime .. " for event " .. event);
      scheduled_scans[event][fireTime] = timer:ScheduleTimerFixed(doScan, fireTime - GetTime() + 0.1, fireTime, event);
    end
  end
end

do
  local scheduled_scans = {};

  local function doCastScan(firetime, unit)
    WeakAuras.debug("Performing cast scan at "..firetime.." ("..GetTime()..")");
    scheduled_scans[unit][firetime] = nil;
    WeakAuras.ScanEvents("CAST_REMAINING_CHECK", unit);
  end
  function WeakAuras.ScheduleCastCheck(fireTime, unit)
    scheduled_scans[unit] = scheduled_scans[unit] or {}
    if not(scheduled_scans[unit][fireTime]) then
      WeakAuras.debug("Scheduled cast scan at "..fireTime);
      scheduled_scans[unit][fireTime] = timer:ScheduleTimerFixed(doCastScan, fireTime - GetTime() + 0.1, fireTime, unit);
    end
  end
end

local uniqueId = 0;
function WeakAuras.GetUniqueCloneId()
  uniqueId = (uniqueId + 1) % 1000000;
  return uniqueId;
end

function GenericTrigger.CanHaveDuration(data, triggernum)
  local trigger = data.triggers[triggernum].trigger

  if (trigger.type == "event" or trigger.type == "status") then
    if trigger.event and WeakAuras.event_prototypes[trigger.event] then
      if WeakAuras.event_prototypes[trigger.event].durationFunc then
        if(type(WeakAuras.event_prototypes[trigger.event].init) == "function") then
          WeakAuras.event_prototypes[trigger.event].init(trigger);
        end
        local current, maximum, custom = WeakAuras.event_prototypes[trigger.event].durationFunc(trigger);
        current = type(current) ~= "number" and current or 0
        maximum = type(maximum) ~= "number" and maximum or 0
        if(custom) then
          return {current = current, maximum = maximum};
        else
          return "timed";
        end
      elseif WeakAuras.event_prototypes[trigger.event].canHaveDuration then
        return WeakAuras.event_prototypes[trigger.event].canHaveDuration
      end
    end
    if trigger.unevent == "timed" and trigger.duration then
      return "timed"
    end
  elseif (trigger.type == "custom") then
    if trigger.custom_type == "event" and trigger.custom_hide == "timed" and trigger.duration then
      return "timed";
    elseif (trigger.customDuration and trigger.customDuration ~= "") then
      return "timed";
    elseif (trigger.custom_type == "stateupdate") then
      return "timed";
    end
  end
  return false
end

--- Returns a table containing the names of all overlays
-- @param data
-- @param triggernum
function GenericTrigger.GetOverlayInfo(data, triggernum)
  local result;

  local trigger = data.triggers[triggernum].trigger

  if (trigger.type ~= "custom" and trigger.event and WeakAuras.event_prototypes[trigger.event] and WeakAuras.event_prototypes[trigger.event].overlayFuncs) then
    result = {};
    local dest = 1;
    for i, v in ipairs(WeakAuras.event_prototypes[trigger.event].overlayFuncs) do
      if (v.enable(trigger)) then
        result[dest] = v.name;
        dest = dest + 1;
      end
    end
  end

  if (trigger.type == "custom") then
    if (trigger.custom_type == "stateupdate") then
      local count = 0;
      local variables = events[data.id][triggernum].tsuConditionVariables();
      if (type(variables) == "table") then
        if (type(variables.additionalProgress) == "table") then
          count = #variables.additionalProgress;
        elseif (type(variables.additionalProgress) == "number") then
          count = variables.additionalProgress;
        end
      else
        local allStates = {};
        WeakAuras.ActivateAuraEnvironment(data.id);
        RunTriggerFunc(allStates, events[data.id][triggernum], data.id, triggernum, "OPTIONS");
        WeakAuras.ActivateAuraEnvironment(nil);
        local count = 0;
        for id, state in pairs(allStates) do
          if (state.additionalProgress) then
            count = max(count, #state.additionalProgress);
          end
        end
      end

      count = min(count, 7);
      for i = 1, count do
        result = result or {};
        result[i] = string.format(L["Overlay %s"], i);
      end
    else
      for i = 1, 7 do
        local property = "customOverlay" .. i;
        if (trigger[property] and trigger[property] ~= "") then
          result = result or {};
          result[i] = string.format(L["Overlay %s"], i);
        end
      end
    end
  end

  return result;
end

function GenericTrigger.CanHaveAuto(data, triggernum)
  -- Is also called on importing before conversion, so do a few checks
  local trigger = data.triggers[triggernum].trigger

  if (not trigger) then
    return false;
  end
  if(
    (
    (
    trigger.type == "event"
    or trigger.type == "status"
    )
    and trigger.event
    and WeakAuras.event_prototypes[trigger.event]
    and (
    WeakAuras.event_prototypes[trigger.event].iconFunc
    or WeakAuras.event_prototypes[trigger.event].canHaveAuto
    )
    )
    or (
    trigger.type == "custom"
    and ((
    trigger.customIcon
    and trigger.customIcon ~= ""
    ) or trigger.custom_type == "stateupdate")
    )
    ) then
    return true;
  else
    return false;
  end
end

function GenericTrigger.CanHaveClones(data)
  return false;
end

function GenericTrigger.GetNameAndIcon(data, triggernum)
  local trigger = data.triggers[triggernum].trigger
  local icon, name
  if (trigger.type == "event" or trigger.type == "status") then
    if(trigger.event and WeakAuras.event_prototypes[trigger.event]) then
      if(WeakAuras.event_prototypes[trigger.event].iconFunc) then
        icon = WeakAuras.event_prototypes[trigger.event].iconFunc(trigger);
      end
      if(WeakAuras.event_prototypes[trigger.event].nameFunc) then
        name = WeakAuras.event_prototypes[trigger.event].nameFunc(trigger);
      end
    end
  end

  return name, icon
end

---Returns the type of tooltip to show for the trigger.
-- @param data
-- @param triggernum
-- @return string
function GenericTrigger.CanHaveTooltip(data, triggernum)
  local trigger = data.triggers[triggernum].trigger
  if (trigger.type == "event" or trigger.type == "status") then
    if (trigger.event and WeakAuras.event_prototypes[trigger.event]) then
      if(WeakAuras.event_prototypes[trigger.event].hasSpellID) then
        return "spell";
      elseif(WeakAuras.event_prototypes[trigger.event].hasItemID) then
        return "item";
      end
    end
  end

  if (trigger.type == "custom") then
    if (trigger.custom_type == "stateupdate") then
      return true;
    end
  end

  return false;
end

function GenericTrigger.SetToolTip(trigger, state)
  if (trigger.type == "custom" and trigger.custom_type == "stateupdate") then
    if (state.tooltip) then
      local lines = { strsplit("\n", state.tooltip) };
      GameTooltip:ClearLines();
      for i, line in ipairs(lines) do
        GameTooltip:AddLine(line);
      end
      return true
    elseif (state.spellId) then
      GameTooltip:SetSpellByID(state.spellId);
      return true
    elseif (state.link) then
      GameTooltip:SetHyperlink(state.link);
      return true
    elseif (state.itemId) then
      GameTooltip:SetHyperlink("item:"..state.itemId..":0:0:0:0:0:0:0");
      return true
    elseif (state.unit and state.unitBuffIndex) then
      GameTooltip:SetUnitBuff(state.unit, state.unitBuffIndex);
      return true
    elseif (state.unit and state.unitDebuffIndex) then
      GameTooltip:SetUnitDebuff(state.unit, state.unitDebuffIndex);
      return true
    end
  end

  if (trigger.type == "event" or trigger.type == "status") then
    if (trigger.event and WeakAuras.event_prototypes[trigger.event]) then
      if(WeakAuras.event_prototypes[trigger.event].hasSpellID) then
        GameTooltip:SetSpellByID(trigger.spellName);
        return true
      elseif(WeakAuras.event_prototypes[trigger.event].hasItemID) then
        GameTooltip:SetHyperlink("item:"..trigger.itemName..":0:0:0:0:0:0:0")
        return true
      end
    end
  end
  return false
end

function GenericTrigger.GetAdditionalProperties(data, triggernum)
  local trigger = data.triggers[triggernum].trigger
  local ret = "";
  if (trigger.type == "event" or trigger.type == "status") then
    if (trigger.event and WeakAuras.event_prototypes[trigger.event]) then
      local found = false;
      local additional = ""
      for _, v in pairs(WeakAuras.event_prototypes[trigger.event].args) do
        local enable = true
        if(type(v.enable) == "function") then
          enable = v.enable(trigger)
        elseif type(v.enable) == "boolean" then
          enable = v.enable
        end
        if (enable and v.store and v.name and v.display) then
          found = true;
          additional = additional .. "|cFFFF0000%".. triggernum .. "." .. v.name .. "|r - " .. v.display .. "\n";
        end
      end

      if (found) then
        ret = ret .. additional;
      end
    end
  end

  return ret;
end

local commonConditions = {
  expirationTime = {
    display = L["Remaining Duration"],
    type = "timer",
  },
  duration = {
    display = L["Total Duration"],
    type = "number",
  },
  value = {
    display = L["Progress Value"],
    type = "number",
  },
  total = {
    display = L["Progress Total"],
    type = "number",
  },
  stacks = {
    display = L["Stacks"],
    type = "number"
  },
  name = {
    display = L["Name"],
    type = "string"
  }
}

function GenericTrigger.GetTriggerConditions(data, triggernum)
  local trigger = data.triggers[triggernum].trigger

  if (trigger.type == "event" or trigger.type == "status") then
    if (trigger.event and WeakAuras.event_prototypes[trigger.event]) then
      local result = {};

      local canHaveDuration = GenericTrigger.CanHaveDuration(data, triggernum);
      local timedDuration = canHaveDuration;
      local valueDuration = canHaveDuration;
      if (canHaveDuration == "timed") then
        valueDuration = false;
      elseif (type(canHaveDuration) == "table") then
        timedDuration = false;
      end

      if (timedDuration) then
        result.expirationTime = commonConditions.expirationTime;
        result.duration = commonConditions.duration;
      end

      if (valueDuration) then
        result.value = commonConditions.value;
        result.total = commonConditions.total;
      end

      if (WeakAuras.event_prototypes[trigger.event].stacksFunc) then
        result.stacks = commonConditions.stacks;
      end

      if (WeakAuras.event_prototypes[trigger.event].nameFunc) then
        result.name = commonConditions.name;
      end

      for _, v in pairs(WeakAuras.event_prototypes[trigger.event].args) do
        if (v.conditionType and v.name and v.display) then
          local enable = true;
          if (v.enable) then
            if type(v.enable) == "function" then
              enable = v.enable(trigger);
            elseif type(v.enable) == "boolean" then
              enable = v.enable
            end
          end

          if (enable) then
            result[v.name] = {
              display = v.display,
              type = v.conditionType
            }
            if (result[v.name].type == "select" or result[v.name].type == "unit") then
              if (v.conditionValues) then
                result[v.name].values = WeakAuras[v.conditionValues];
              else
                if type(v.values) == "function" then
                  result[v.name].values = v.values()
                else
                  result[v.name].values = WeakAuras[v.values];
                end
              end
            end
            if (v.conditionTest) then
              result[v.name].test = v.conditionTest;
            end
            if (v.conditionEvents) then
              result[v.name].events = v.conditionEvents;
            end
            if (v.operator_types_without_equal) then
              result[v.name].operator_types_without_equal = true;
            elseif (v.operator_types_only_equal) then
              result[v.name].operator_types_only_equal = true;
            end
          end
        end
      end

      return result;
    end
  elseif(trigger.type == "custom") then
    if (trigger.custom_type == "status" or trigger.custom_type == "event") then
      local result = {};

      local canHaveDurationFunc = trigger.custom_type == "status" or (trigger.custom_type == "event" and (trigger.custom_hide ~= "timed" or trigger.dynamicDuration));

      if (canHaveDurationFunc and trigger.customDuration and trigger.customDuration ~= "") then
        result.expirationTime = commonConditions.expirationTime;
        result.duration = commonConditions.duration;
        result.value = commonConditions.value;
        result.total = commonConditions.total;
      end

      if (trigger.custom_type == "event" and trigger.custom_hide ~= "custom" and trigger.dynamicDuration ~= true) then
        -- This is the static duration of a event/timed trigger
        result.expirationTime = commonConditions.expirationTime;
        result.duration = commonConditions.duration;
      end

      if (trigger.customStacks and trigger.customStacks ~= "") then
        result.stacks = commonConditions.stacks;
      end

      if (trigger.customName and trigger.customName ~= "") then
        result.name = commonConditions.name;
      end

      return result;
    elseif (trigger.custom_type == "stateupdate") then
      if (events[data.id][triggernum] and events[data.id][triggernum].tsuConditionVariables) then
        WeakAuras.ActivateAuraEnvironment(data.id, nil, nil, nil, true)
        local result = events[data.id][triggernum].tsuConditionVariables()
        WeakAuras.ActivateAuraEnvironment(nil)
        if (type(result)) ~= "table" then
          return nil;
        end
        -- Make the life of tsu authors easier, by automatically filling in the details for
        -- expirationTime, duration, value, total, stacks, if those exists but aren't a table value
        -- By allowing a short-hand notation of just variable = type
        -- In addition to the long form of variable = { type = xyz, display = "desc"}
        for k, v in pairs(commonConditions) do
          if (result[k] and type(result[k]) ~= "table") then
            result[k] = v;
          end
        end

        for k, v in pairs(result) do
          if (type(v) == "string") then
            result[k] = {
              display = k,
              type = v,
            };
          end
        end

        for k, v in pairs(result) do
          if (type(v) ~= "table") then
            result[k] = nil;
          elseif (v.display == nil or type(v.display) ~= "string") then
            if (type(k) == "string") then
              v.display = k;
            else
              result[k] = nil;
            end
          end
        end

        return result;
      end
    end
  end

  return nil;
end

function GenericTrigger.CreateFallbackState(data, triggernum, state)
  state.show = true;
  state.changed = true;
  local event = events[data.id][triggernum];

  WeakAuras.ActivateAuraEnvironment(data.id, "", state);
  local firstTrigger = data.triggers[1].trigger
  if (event.nameFunc) then
    local name = event.nameFunc(firstTrigger);
    state.name = name or nil;
  end
  if (event.iconFunc) then
    local icon = event.iconFunc(firstTrigger);
    state.icon = icon or nil;
  end

  if (event.textureFunc ) then
    local texture = event.textureFunc(firstTrigger);
    state.texture = texture or nil;
  end

  if (event.stacksFunc) then
    local stacks = event.stacksFunc(firstTrigger);
    state.stacks = stacks or nil;
  end

  if (event.durationFunc) then
    local arg1, arg2, arg3, inverse = event.durationFunc(firstTrigger);
    arg1 = type(arg1) == "number" and arg1 or 0;
    arg2 = type(arg2) == "number" and arg2 or 0;

    if(type(arg3) == "string") then
      state.durationFunc = event.durationFunc;
    elseif (type(arg3) == "function") then
      state.durationFunc = arg3;
    else
      state.durationFunc = nil;
    end

    if (arg3) then
      state.progressType = "static";
      state.duration = nil;
      state.expirationTime = nil;
      state.value = arg1;
      state.total = arg2;
      state.inverse = inverse;
    else
      state.progressType = "timed";
      state.duration = arg1;
      state.expirationTime = arg2;
      state.autoHide = nil;
      state.value = nil;
      state.total = nil;
      state.inverse = inverse;
    end
  else
    state.progressType = "timed";
    state.duration = 0;
    state.expirationTime = math.huge;
    state.value = nil;
    state.total = nil;
  end
  if (event.overlayFuncs) then
    RunOverlayFuncs(event, state);
  end
  WeakAuras.ActivateAuraEnvironment(nil);
end

function GenericTrigger.GetName(triggerType)
  if (triggerType == "status") then
    return L["Status"];
  end
  if (triggerType == "event") then
    return L["Event"];
  end
  if (triggerType == "custom") then
    return L["Custom"];
  end
end

function GenericTrigger.GetTriggerDescription(data, triggernum, namestable)
  local trigger = data.triggers[triggernum].trigger
  if(trigger.type == "event" or trigger.type == "status") then
    if(trigger.type == "event") then
      tinsert(namestable, {L["Trigger:"], (WeakAuras.event_types[trigger.event] or L["Undefined"])});
    else
      tinsert(namestable, {L["Trigger:"], (WeakAuras.status_types[trigger.event] or L["Undefined"])});
    end
    if(trigger.event == "Combat Log" and trigger.subeventPrefix and trigger.subeventSuffix) then
      tinsert(namestable, {L["Message type:"], (WeakAuras.subevent_prefix_types[trigger.subeventPrefix] or L["Undefined"]).." "..(WeakAuras.subevent_suffix_types[trigger.subeventSuffix] or L["Undefined"])});
    end
  else
    tinsert(namestable, {L["Trigger:"], L["Custom"]});
  end
end



WeakAuras.RegisterTriggerSystem({"event", "status", "custom"}, GenericTrigger);
