-- LUA API ------------------------------------------------------------

local _G = getfenv(0)

local pairs = _G.pairs
local tostring = _G.tostring
local tonumber = _G.tonumber

local bit = _G.bit
local math = _G.math
local table = _G.table

local next = _G.next
local select = _G.select
local unpack = _G.unpack

local C_Timer = _G.C_Timer


-- ADDON NAMESPACE ----------------------------------------------------

local ADDON_NAME, private = ...

local LibStub = _G.LibStub
local WDP = LibStub("AceAddon-3.0"):NewAddon(ADDON_NAME, "AceConsole-3.0", "AceEvent-3.0")

local deformat = LibStub("LibDeformat-3.0")

local DatamineTT = _G.CreateFrame("GameTooltip", "WDPDatamineTT", _G.UIParent, "GameTooltipTemplate")
DatamineTT:SetOwner(_G.WorldFrame, "ANCHOR_NONE")


-- CONSTANTS ----------------------------------------------------------

local AF = private.ACTION_TYPE_FLAGS
local CLIENT_LOCALE = _G.GetLocale()
local DB_VERSION = 18
local DEBUGGING = false
local EVENT_DEBUG = false

local ITEM_ID_TIMBER = 114781

local LOOT_SOURCE_ID_REDUNDANT = 3
local LOOT_SOURCE_ID_GARRISON_CACHE = 10

local OBJECT_ID_ANVIL = 192628
local OBJECT_ID_FISHING_BOBBER = 35591
local OBJECT_ID_FORGE = 1685

local PLAYER_CLASS, PLAYER_CLASS_ID = _G.select(2, _G.UnitClass("player"))
local PLAYER_FACTION = _G.UnitFactionGroup("player")
local PLAYER_GUID
local PLAYER_NAME = _G.UnitName("player")
local PLAYER_RACE = _G.select(2, _G.UnitRace("player"))

local LOOT_SLOT_CURRENCY = _G.LOOT_SLOT_CURRENCY
local LOOT_SLOT_ITEM = _G.LOOT_SLOT_ITEM
local LOOT_SLOT_MONEY = _G.LOOT_SLOT_MONEY

local ALLOWED_LOCALES = {
    enUS = true,
    enGB = true,
    enTW = true,
    enCN = true,
}

local DATABASE_DEFAULTS = {
    char = {},
    global = {
        config = {
            minimap_icon = {
                hide = true,
            },
        },
        items = {},
        npcs = {},
        objects = {},
        quests = {},
        spells = {},
        zones = {},
    }
}

local EVENT_MAPPING = {
    AUCTION_HOUSE_CLOSED = "ResumeChatLootRecording",
    AUCTION_HOUSE_SHOW = true, -- also triggers StopChatLootRecording
    BANKFRAME_CLOSED = "ResumeChatLootRecording",
    BANKFRAME_OPENED = true, -- also triggers StopChatLootRecording
    BATTLEFIELDS_SHOW = true,
    BLACK_MARKET_ITEM_UPDATE = true,
    BONUS_ROLL_RESULT = true,
    CHAT_MSG_CURRENCY = true,
    CHAT_MSG_LOOT = true,
    CHAT_MSG_MONSTER_SAY = "RecordQuote",
    CHAT_MSG_MONSTER_WHISPER = "RecordQuote",
    CHAT_MSG_MONSTER_YELL = "RecordQuote",
    CHAT_MSG_SYSTEM = true,
    COMBAT_LOG_EVENT_UNFILTERED = true,
    COMBAT_TEXT_UPDATE = true,
    CURSOR_UPDATE = true,
    FORGE_MASTER_OPENED = true,
    GARRISON_MISSION_NPC_CLOSED = "ResumeChatLootRecording",
    GARRISON_MISSION_NPC_OPENED = "StopChatLootRecording",
    GARRISON_SHIPYARD_NPC_CLOSED = "ResumeChatLootRecording",
    GARRISON_SHIPYARD_NPC_OPENED = "StopChatLootRecording",
    GOSSIP_CLOSED = "ResumeChatLootRecording",
    GOSSIP_SHOW = true, -- also triggers StopChatLootRecording
    GROUP_ROSTER_UPDATE = true,
    GUILDBANKFRAME_CLOSED = "ResumeChatLootRecording",
    GUILDBANKFRAME_OPENED = true, -- also triggers StopChatLootRecording
    ITEM_TEXT_BEGIN = true,
    ITEM_UPGRADE_MASTER_OPENED = true,
    LOOT_CLOSED = true,
    LOOT_OPENED = true,
    LOOT_SLOT_CLEARED = "HandleBadChatLootData",
    MAIL_CLOSED = "ResumeChatLootRecording",
    MAIL_SHOW = true, -- also triggers StopChatLootRecording
    MERCHANT_CLOSED = true, -- also triggers ResumeChatLootRecording
    MERCHANT_SHOW = "UpdateMerchantItems", -- also triggers StopChatLootRecording
    MERCHANT_UPDATE = "UpdateMerchantItems",
    PET_BAR_UPDATE = true,
    --PET_JOURNAL_LIST_UPDATE = true,
    PLAYER_REGEN_DISABLED = true,
    PLAYER_REGEN_ENABLED = true,
    PLAYER_TARGET_CHANGED = true,
    QUEST_COMPLETE = true,
    QUEST_DETAIL = true,
    QUEST_LOG_UPDATE = true,
    QUEST_PROGRESS = true,
    SHOW_LOOT_TOAST = true,
    SPELL_CONFIRMATION_PROMPT = true,
    TAXIMAP_OPENED = true,
    TRADE_CLOSED = "ResumeChatLootRecording",
    TRADE_SHOW = "StopChatLootRecording",
    TRADE_SKILL_SHOW = true,
    TRAINER_CLOSED = true,
    TRAINER_SHOW = true,
    TRANSMOGRIFY_OPEN = true,
    UNIT_PET = true,
    UNIT_QUEST_LOG_CHANGED = true,
    UNIT_SPELLCAST_FAILED = "HandleSpellFailure",
    UNIT_SPELLCAST_FAILED_QUIET = "HandleSpellFailure",
    UNIT_SPELLCAST_INTERRUPTED = "HandleSpellFailure",
    UNIT_SPELLCAST_SENT = true,
    UNIT_SPELLCAST_SUCCEEDED = true,
    VOID_STORAGE_OPEN = true,
    ZONE_CHANGED = "HandleZoneChange",
    ZONE_CHANGED_INDOORS = "HandleZoneChange",
    ZONE_CHANGED_NEW_AREA = "HandleZoneChange",
}


-- VARIABLES ----------------------------------------------------------

local anvil_spell_ids = {}
local currently_drunk
local char_db
local global_db
local group_member_guids = {}
local group_owner_guids_to_pet_guids = {}
local group_pet_guids = {}
local in_instance
local item_process_timer_handle
local faction_standings = {}
local forge_spell_ids = {}
local languages_known = {}
local boss_loot_toasting = {}
local container_loot_toasting
local loot_toast_container_id
local raid_boss_id
local loot_toast_container_timer_handle
local loot_toast_data
local loot_toast_data_timer_handle
local name_to_id_map = {}
local killed_boss_id_timer_handle
local killed_npc_id
local target_location_timer_handle
local last_timber_spell_id
local last_garrison_cache_object_id
local block_chat_loot_data
local chat_loot_data = {}
local chat_loot_timer_handle
local current_target_id
local current_area_id
local current_loot


-- Data for our current action. Including possible values as a reference.
local current_action = {
    identifier = nil,
    loot_label = nil,
    loot_list = nil,
    loot_sources = nil,
    map_level = nil,
    spell_label = nil,
    target_type = nil,
    x = nil,
    y = nil,
    zone_data = nil,
}


-- Timer prototypes
local ClearKilledNPC, ClearKilledBossID, ClearLootToastContainerID, ClearLootToastData, ClearChatLootData


-- HELPERS ------------------------------------------------------------

local function Debug(message, ...)
    if not DEBUGGING or not message then
        return
    end
    
    if ... then
        local args = { ... }

        for index = 1, #args do
            args[index] = tostring(args[index])
        end
        _G.print(message:format(unpack(args)))
    else
        _G.print(message)
    end
end


local function InitializeCurrentLoot()
    current_loot = {
        list = {},
        sources = {},
        identifier = current_action.identifier,
        label = current_action.loot_label or "drops",
        map_level = current_action.map_level,
        object_name = current_action.object_name,
        spell_label = current_action.spell_label,
        target_type = current_action.target_type,
        x = current_action.x,
        y = current_action.y,
        zone_data = current_action.zone_data,
    }

    table.wipe(current_action)
end


local TradeSkillExecutePer
do
    local header_list = {}

    function TradeSkillExecutePer(iter_func)
        if not _G.TradeSkillFrame or not _G.TradeSkillFrame:IsVisible() then
            return
        end
        -- Clear the search box focus so the scan will have correct results.
        local search_box = _G.TradeSkillFrameSearchBox
        search_box:SetText("")

        _G.TradeSkillSearch_OnTextChanged(search_box)
        search_box:ClearFocus()
        search_box:GetScript("OnEditFocusLost")(search_box)

        table.wipe(header_list)

        -- Save the current state of the TradeSkillFrame so it can be restored after we muck with it.
        local have_materials = _G.TradeSkillFrame.filterTbl.hasMaterials
        local have_skillup = _G.TradeSkillFrame.filterTbl.hasSkillUp

        if have_materials then
            _G.TradeSkillFrame.filterTbl.hasMaterials = false
            _G.TradeSkillOnlyShowMakeable(false)
        end

        if have_skillup then
            _G.TradeSkillFrame.filterTbl.hasSkillUp = false
            _G.TradeSkillOnlyShowSkillUps(false)
        end
        _G.SetTradeSkillInvSlotFilter(0, true, true)
        _G.TradeSkillUpdateFilterBar()
        _G.TradeSkillFrame_Update()

        -- Expand all headers so we can see all the recipes there are
        for tradeskill_index = 1, _G.GetNumTradeSkills() do
            local name, tradeskill_type, _, is_expanded = _G.GetTradeSkillInfo(tradeskill_index)

            if tradeskill_type == "header" or tradeskill_type == "subheader" then
                if not is_expanded then
                    header_list[name] = true
                    _G.ExpandTradeSkillSubClass(tradeskill_index)
                end
            elseif iter_func(name, tradeskill_index) then
                break
            end
        end

        -- Restore the state of the things we changed.
        for tradeskill_index = 1, _G.GetNumTradeSkills() do
            local name, tradeskill_type, _, is_expanded = _G.GetTradeSkillInfo(tradeskill_index)

            if header_list[name] then
                _G.CollapseTradeSkillSubClass(tradeskill_index)
            end
        end
        _G.TradeSkillFrame.filterTbl.hasMaterials = have_materials
        _G.TradeSkillOnlyShowMakeable(have_materials)
        _G.TradeSkillFrame.filterTbl.hasSkillUp = have_skillup
        _G.TradeSkillOnlyShowSkillUps(have_skillup)

        _G.TradeSkillUpdateFilterBar()
        _G.TradeSkillFrame_Update()
    end
end -- do-block


local ActualCopperCost
do
    local BARTERING_SPELL_ID = 83964

    local STANDING_DISCOUNTS = {
        HATED = 0,
        HOSTILE = 0,
        UNFRIENDLY = 0,
        NEUTRAL = 0,
        FRIENDLY = 0.05,
        HONORED = 0.1,
        REVERED = 0.15,
        EXALTED = 0.2,
    }


    function ActualCopperCost(copper_cost, rep_standing)
        if not copper_cost or copper_cost == 0 then
            return 0
        end
        local modifier = 1

        if _G.IsSpellKnown(BARTERING_SPELL_ID) then
            modifier = modifier - 0.1
        end

        if rep_standing then
            if PLAYER_RACE == "Goblin" then
                modifier = modifier - STANDING_DISCOUNTS["EXALTED"]
            elseif STANDING_DISCOUNTS[rep_standing] then
                modifier = modifier - STANDING_DISCOUNTS[rep_standing]
            end
        end
        return math.floor(copper_cost / modifier)
    end
end -- do-block


local function InstanceDifficultyToken()
    -- Sometimes, instance information is returned when not in an instance. This check protects against that.
    if _G.IsInInstance() then
        local _, instance_type, instance_difficulty, _, _, _, is_dynamic = _G.GetInstanceInfo()

        if not instance_type or instance_type == "" then
            instance_type = "NONE"
        end
        return ("%s:%d:%s"):format(instance_type:upper(), instance_difficulty, tostring(is_dynamic))
    end
    return "NONE:0:false"
end


local function CurrentLocationData()
    if _G.GetCurrentMapAreaID() ~= current_area_id then
        return _G.GetRealZoneText(), current_area_id, 0, 0, 0, InstanceDifficultyToken()
    end
    local map_level = _G.GetCurrentMapDungeonLevel() or 0
    local x, y = _G.GetPlayerMapPosition("player")

    x = x or 0
    y = y or 0

    if x == 0 and y == 0 then
        for level_index = 1, _G.GetNumDungeonMapLevels() do
            _G.SetDungeonMapLevel(level_index)
            x, y = _G.GetPlayerMapPosition("player")

            if x and y and (x > 0 or y > 0) then
                _G.SetDungeonMapLevel(map_level)
                map_level = level_index
                break
            end
        end
    end

    if _G.DungeonUsesTerrainMap() then
        map_level = map_level - 1
    end
    local x = _G.floor(x * 1000)
    local y = _G.floor(y * 1000)

    if x % 2 ~= 0 then
        x = x + 1
    end

    if y % 2 ~= 0 then
        y = y + 1
    end
    return _G.GetRealZoneText(), current_area_id, x, y, map_level, InstanceDifficultyToken()
end


local function DBEntry(data_type, unit_id)
    if not data_type or not unit_id then
        return
    end
    local category = global_db[data_type]

    if not category then
        category = {}
        global_db[data_type] = category
    end
    local unit = category[unit_id]

    if not unit then
        unit = {}
        category[unit_id] = unit
    end
    return unit
end

private.DBEntry = DBEntry

local NPCEntry
do
    local npc_prototype = {}
    local npc_meta = {
        __index = npc_prototype
    }

    function NPCEntry(identifier)
        local npc = DBEntry("npcs", identifier)
        return npc and _G.setmetatable(npc, npc_meta) or nil
    end

    function npc_prototype:EncounterData(difficulty_token)
        self.encounter_data = self.encounter_data or {}
        self.encounter_data[difficulty_token] = self.encounter_data[difficulty_token] or {}
        self.encounter_data[difficulty_token].stats = self.encounter_data[difficulty_token].stats or {}

        return self.encounter_data[difficulty_token]
    end
end


local UpdateDBEntryLocation
do
    -- Fishing node coordinate code based on code in GatherMate2 with permission from Kagaro.
    local function FishingCoordinates(x, y, yard_width, yard_height)
        local facing = _G.GetPlayerFacing()

        if not facing then
            return x, y
        end
        local rad = facing + math.pi
        return x + math.sin(rad) * 15 / yard_width, y + math.cos(rad) * 15 / yard_height
    end


    function UpdateDBEntryLocation(entry_type, identifier)
        if not identifier then
            return
        end
        local zone_name, area_id, x, y, map_level, difficulty_token = CurrentLocationData()
        if not (zone_name and area_id and x and y and map_level) then
            Debug("UpdateDBEntryLocation: Missing current location data - %s, %d, %d, %d, %d.", zone_name, area_id, x, y, map_level)
            return
        end
        local entry = DBEntry(entry_type, identifier)
        entry[difficulty_token] = entry[difficulty_token] or {}
        entry[difficulty_token].locations = entry[difficulty_token].locations or {}

        local zone_token = ("%s:%d"):format(zone_name, area_id)
        local zone_data = entry[difficulty_token].locations[zone_token]

        if not zone_data then
            zone_data = {}
            entry[difficulty_token].locations[zone_token] = zone_data
        end

        -- Special case for Fishing.
        if current_action.spell_label == "FISHING" then
            local _, qx, qy = _G.GetWorldLocFromMapPos(0, 0)
            local _, wx, wy = _G.GetWorldLocFromMapPos(1, 1)
            local yard_width, yard_height = qy - wy, qx - wx

            if yard_width > 0 and yard_height > 0 then
                x, y = FishingCoordinates(x, y, yard_width, yard_height)
                current_action.x = x
                current_action.y = y
            end
        end
        local location_token = ("%d:%d:%d"):format(map_level, x, y)

        zone_data[location_token] = zone_data[location_token] or true
        return zone_data
    end
end -- do-block


local function CurrencyLinkToTexture(currency_link)
    if not currency_link then
        return
    end
    local _, _, texture_path = _G.GetCurrencyInfo(tonumber(currency_link:match("currency:(%d+)")))
    return texture_path:match("[^\\]+$"):lower()
end


local function ItemLinkToID(item_link)
    if not item_link then
        return
    end
    return tonumber(tostring(item_link):match("item:(%d+)"))
end

private.ItemLinkToID = ItemLinkToID

local function UnitTypeIsNPC(unit_type)
    return unit_type == private.UNIT_TYPES.NPC or unit_type == private.UNIT_TYPES.VEHICLE
end


local ParseGUID
do
    local UNIT_TYPES = private.UNIT_TYPES

    local NPC_ID_MAPPING = {
        [62164] = 63191, -- Garalon
    }


    local function MatchUnitTypes(unit_type_name)
        if not unit_type_name then
            return UNIT_TYPES.UNKNOWN
        end

        for def, text in next, UNIT_TYPES do
            if unit_type_name == text then
                return UNIT_TYPES[def]
            end
        end
        return UNIT_TYPES.UNKNOWN
    end


    function ParseGUID(guid)
        if not guid then
            return
        end

        -- We might want to use some of this new information later, but leaving the returns alone for now
        local unit_type_name, unk_id1, server_id, instance_id, unk_id2, unit_idnum, spawn_id = ("-"):split(guid)

        local unit_type = MatchUnitTypes(unit_type_name)
        if unit_type ~= UNIT_TYPES.PLAYER and unit_type ~= UNIT_TYPES.PET and unit_type ~= UNIT_TYPES.ITEM then

            local id_mapping = NPC_ID_MAPPING[unit_idnum]

            if id_mapping and UnitTypeIsNPC(unit_type) then
                unit_idnum = id_mapping
            end
            return unit_type, unit_idnum
        end
        return unit_type
    end

    private.ParseGUID = ParseGUID
end -- do-block


local function HandleItemUse(item_link, bag_index, slot_index)
    if not item_link then
        return
    end
    local item_id = ItemLinkToID(item_link)

    if not bag_index or not slot_index then
        for new_bag_index = 0, _G.NUM_BAG_FRAMES do
            for new_slot_index = 1, _G.GetContainerNumSlots(new_bag_index) do
                if item_id == ItemLinkToID(_G.GetContainerItemLink(new_bag_index, new_slot_index)) then
                    bag_index = new_bag_index
                    slot_index = new_slot_index
                    break
                end
            end
        end
    end

    local any_loot = false

    -- Check if Blizzard has marked this item as officially having a chance of containing loot
    if bag_index and slot_index then
        local _, _, _, _, _, is_lootable = _G.GetContainerItemInfo(bag_index, slot_index)
        if is_lootable then
            any_loot = true
        end
    end
    
    -- Check if we've marked this item as one Blizzard provides bad is_lootable data for
    if private.CONTAINER_ITEM_ID_LIST[item_id] ~= nil then
        any_loot = true
    end

    -- Going to block 'chat-loot data' at this level for now because I don't think we actually want normal item containers being recorded in these scenarios either.
    if any_loot and not block_chat_loot_data then
        -- For item containers that open instantly with no spell cast
        if (private.CONTAINER_ITEM_ID_LIST[item_id] == true) and ((not _G.GetNumLootItems()) or (_G.GetNumLootItems() == 0)) then
            ClearChatLootData()
            Debug("HandleItemUse: Beginning chat-based loot timer for item with ID %d.", item_id)
            chat_loot_timer_handle = C_Timer.NewTimer(1.5, ClearChatLootData)
            chat_loot_data.identifier = item_id
        -- For normal item containers
        else
            table.wipe(current_action)
            current_loot = nil
            current_action.target_type = AF.ITEM
            current_action.identifier = item_id
            current_action.loot_label = "contains"
        end
    end
end


local UnitFactionStanding
local UpdateFactionData
do
    local MAX_FACTION_INDEX = 1000

    local STANDING_NAMES = {
        "HATED",
        "HOSTILE",
        "UNFRIENDLY",
        "NEUTRAL",
        "FRIENDLY",
        "HONORED",
        "REVERED",
        "EXALTED",
    }


    function UnitFactionStanding(unit)
        local unit_name = _G.UnitName(unit)
        UpdateFactionData()
        DatamineTT:ClearLines()
        DatamineTT:SetUnit(unit)

        for line_index = 1, DatamineTT:NumLines() do
            local faction_name = _G["WDPDatamineTTTextLeft" .. line_index]:GetText():trim()

            if faction_name and faction_name ~= unit_name and faction_standings[faction_name] then
                return faction_name, faction_standings[faction_name]
            end
        end
    end


    function UpdateFactionData()
        for faction_index = 1, MAX_FACTION_INDEX do
            local faction_name, _, current_standing, _, _, _, _, _, is_header = _G.GetFactionInfo(faction_index)

            if faction_name then
                faction_standings[faction_name] = STANDING_NAMES[current_standing]
            elseif not faction_name then
                break
            end
        end
    end
end -- do-block


local GenericLootUpdate, LootTable
do
    function LootTable(entry, loot_type, top_field)
        if top_field then
            entry[top_field] = entry[top_field] or {}
            entry[top_field][loot_type] = entry[top_field][loot_type] or {}
            return entry[top_field][loot_type]
        end
        entry[loot_type] = entry[loot_type] or {}
        return entry[loot_type]
    end

    function GenericLootUpdate(data_type, top_field)
        local loot_type = current_loot.label
        local loot_count = ("%s_count"):format(loot_type)
        local source_list = {}

        if current_loot.sources then
            for source_guid, loot_data in pairs(current_loot.sources) do
                local source_id

                if current_loot.target_type == AF.ITEM then
                    -- Items return the player as the source, so we need to use the item's ID (disenchant, milling, etc)
                    source_id = current_loot.identifier
                else
                    local _, unit_ID = ParseGUID(source_guid)
                    if unit_ID then
                        if current_loot.target_type == AF.OBJECT then
                            source_id = ("%s:%s"):format(current_loot.spell_label, unit_ID)
                        else
                            source_id = unit_ID
                        end
                    end
                end
                local entry = DBEntry(data_type, source_id)

                if entry then
                    local loot_table = LootTable(entry, loot_type, top_field)

                    if not source_list[source_id] then
                        if top_field then
                            entry[top_field][loot_count] = (entry[top_field][loot_count] or 0) + 1
                        elseif not container_loot_toasting then
                            entry[loot_count] = (entry[loot_count] or 0) + 1
                        end
                        source_list[source_id] = true
                    end
                    UpdateDBEntryLocation(data_type, source_id)

                    if current_loot.target_type == AF.ZONE then
                        for item_id, quantity in pairs(loot_data) do
                            table.insert(loot_table, ("%d:%d"):format(item_id, quantity))
                        end
                    else
                        for loot_token, quantity in pairs(loot_data) do
                            local label, currency_texture = (":"):split(loot_token)

                            if label == "currency" and currency_texture then
                                table.insert(loot_table, ("currency:%d:%s"):format(quantity, currency_texture))
                            elseif loot_token == "money" then
                                table.insert(loot_table, ("money:%d"):format(quantity))
                            else
                                table.insert(loot_table, ("%d:%d"):format(loot_token, quantity))
                            end
                        end
                    end
                end
            end
        end

        -- This is used for Gas Extractions.
        if #current_loot.list <= 0 then
            return
        end
        local entry

        -- At this point we only have a name if it's an object.
        -- (As of 5.x, the above statement is almost never true, but there are a few cases, like gas extractions.)
        if current_loot.target_type == AF.OBJECT then
            entry = DBEntry(data_type, ("%s:%s"):format(current_loot.spell_label, current_loot.object_name))
        else
            entry = DBEntry(data_type, current_loot.identifier)
        end

        if not entry then
            return
        end
        local loot_table = LootTable(entry, loot_type, top_field)

        if current_loot.identifier then
            if not source_list[current_loot.identifier] then
                if top_field then
                    entry[top_field][loot_count] = (entry[top_field][loot_count] or 0) + 1
                else
                    entry[loot_count] = (entry[loot_count] or 0) + 1
                end
                source_list[current_loot.identifier] = true
            end
        end

        for index = 1, #current_loot.list do
            table.insert(loot_table, current_loot.list[index])
        end
    end
end -- do-block


local ReplaceKeywords
do
    local KEYWORD_SUBSTITUTIONS = {
        class = PLAYER_CLASS,
        name = PLAYER_NAME,
        race = PLAYER_RACE,
    }


    function ReplaceKeywords(text)
        if not text or text == "" then
            return ""
        end

        for category, lookup in pairs(KEYWORD_SUBSTITUTIONS) do
            local category_format = ("<%s>"):format(category)
            text = text:gsub(lookup, category_format):gsub(lookup:lower(), category_format)
        end
        return text
    end
end -- do-block


-- Contains a dirty hack due to Blizzard's strange handling of Micro Dungeons; GetMapInfo() will not return correct information
-- unless the WorldMapFrame is shown.
do
    -- MapFileName = MapAreaID
    local MICRO_DUNGEON_IDS = {
        ShrineofTwoMoons = 903,
        ShrineofSevenStars = 905,
    }

    local function SetCurrentAreaID()
        if private.in_combat then
            private.set_area_id = true
            return
        end
        local map_area_id = _G.GetCurrentMapAreaID()

        if map_area_id == current_area_id then
            return
        end
        local world_map = _G.WorldMapFrame
        local map_visible = world_map:IsVisible()
        local sfx_value = tonumber(_G.GetCVar("Sound_EnableSFX"))

        if not map_visible then
            _G.SetCVar("Sound_EnableSFX", 0)
            world_map:Show()
        end
        local _, _, _, _, micro_dungeon_map_name = _G.GetMapInfo()
        local micro_dungeon_id = MICRO_DUNGEON_IDS[micro_dungeon_map_name]

        _G.SetMapToCurrentZone()

        if micro_dungeon_id then
            current_area_id = micro_dungeon_id
        else
            current_area_id = _G.GetCurrentMapAreaID()
        end

        if map_visible then
            _G.SetMapByID(map_area_id)
        else
            world_map:Hide()
            _G.SetCVar("Sound_EnableSFX", sfx_value)
        end
    end

    function WDP:HandleZoneChange(event_name)
        in_instance = _G.IsInInstance()
        SetCurrentAreaID()
    end
end


-- TIMERS -------------------------------------------------------------

function ClearKilledNPC()
    killed_npc_id = nil
end


function ClearKilledBossID()
    if killed_boss_id_timer_handle then
        killed_boss_id_timer_handle:Cancel()
        killed_boss_id_timer_handle = nil
    end

    table.wipe(boss_loot_toasting)
    raid_boss_id = nil
end


function ClearLootToastContainerID()
    if loot_toast_container_timer_handle then
        loot_toast_container_timer_handle:Cancel()
        loot_toast_container_timer_handle = nil
    end

    container_loot_toasting = false
    loot_toast_container_id = nil
end


function ClearLootToastData()
    if loot_toast_data_timer_handle then
        loot_toast_data_timer_handle:Cancel()
        loot_toast_data_timer_handle = nil
    end

    if loot_toast_data then
        table.wipe(loot_toast_data)
    end
end


function ClearChatLootData()
    if not chat_loot_timer_handle then
        table.wipe(chat_loot_data)
        return
    end
    Debug("ClearChatLootData: Ending chat-based loot timer.")
    chat_loot_timer_handle:Cancel()
    chat_loot_timer_handle = nil

    if chat_loot_data.identifier and (private.CONTAINER_ITEM_ID_LIST[chat_loot_data.identifier] ~= nil) and chat_loot_data.loot then
        -- A slimmed down (and more importantly, separate) version of GenericLootUpdate, specifically for AF.ITEM and chat_loot_data
        local entry = DBEntry("items", chat_loot_data.identifier)

        if entry then
            local loot_table = LootTable(entry, "contains")
            entry["contains_count"] = (entry["contains_count"] or 0) + 1

            for loot_token, quantity in pairs(chat_loot_data.loot) do
                local label, currency_texture = (":"):split(loot_token)

                if label == "currency" and currency_texture then
                    table.insert(loot_table, ("currency:%d:%s"):format(quantity, currency_texture))
                elseif loot_token == "money" then
                    table.insert(loot_table, ("money:%d"):format(quantity))
                else
                    table.insert(loot_table, ("%d:%d"):format(loot_token, quantity))
                end
            end
        end
    end
    table.wipe(chat_loot_data)
end


-- METHODS ------------------------------------------------------------

function WDP:OnInitialize()
    local db = LibStub("AceDB-3.0"):New("WoWDBProfilerData", DATABASE_DEFAULTS, "Default")
    private.db = db
    global_db = db.global
    char_db = db.char

    local raw_db = _G.WoWDBProfilerData
    local build_num = tonumber(private.build_num)

    if (raw_db.version and raw_db.version < DB_VERSION) or (raw_db.build_num and raw_db.build_num < build_num) then
        for entry in pairs(DATABASE_DEFAULTS.global) do
            global_db[entry] = {}
        end
    end
    raw_db.build_num = build_num
    raw_db.region = private.region
    raw_db.version = DB_VERSION

    private.InitializeCommentSystem()
    self:RegisterChatCommand("comment", private.ProcessCommentCommand)
end


function WDP:EventDispatcher(...)
    local event_name = ...

    if DEBUGGING then
        if event_name == "COMBAT_LOG_EVENT_UNFILTERED" then
            Debug(event_name)
        else
            Debug(...)
        end
    end
    local func = EVENT_MAPPING[event_name]

    if _G.type(func) == "boolean" then
        self[event_name](self, ...)
    elseif _G.type(func) == "function" then
        self[func](self, ...)
    end
end


function WDP:OnEnable()
    PLAYER_GUID = _G.UnitGUID("player")

    for event_name, mapping in pairs(EVENT_MAPPING) do
        if EVENT_DEBUG then
            self:RegisterEvent(event_name, "EventDispatcher")
        else
            self:RegisterEvent(event_name, (_G.type(mapping) ~= "boolean") and mapping or nil)
        end
    end

    for index = 1, _G.GetNumLanguages() do
        languages_known[_G.GetLanguageByIndex(index)] = true
    end

    -- These two timers loop indefinitely by constantly resetting their remaining iterations to 100k.
    item_process_timer_handle = C_Timer.NewTicker(30, function()
        item_process_timer_handle._remainingIterations = 100000
        WDP:ProcessItems()
    end, 100000)
    target_location_timer_handle = C_Timer.NewTicker(0.5, function()
        target_location_timer_handle._remainingIterations = 100000
        WDP:UpdateTargetLocation()
    end, 100000)

    _G.hooksecurefunc("UseContainerItem", function(bag_index, slot_index, target_unit)
        if target_unit then
            return
        end
        HandleItemUse(_G.GetContainerItemLink(bag_index, slot_index), bag_index, slot_index)
    end)

    _G.hooksecurefunc("UseItemByName", function(identifier, target_unit)
        if target_unit then
            return
        end
        local _, item_link = _G.GetItemInfo(identifier)
        HandleItemUse(item_link)
    end)

    self:HandleZoneChange("OnEnable")
    self:GROUP_ROSTER_UPDATE()
end


local ScrapeItemUpgradeStats
do
    local intermediary = {}

    function ScrapeItemUpgradeStats(item_id, upgrade_id, reforge_id)
        if not ALLOWED_LOCALES[CLIENT_LOCALE] then
            return
        end
        local create_entry

        table.wipe(intermediary)

        for line_index = 1, DatamineTT:NumLines() do
            local left_text = _G["WDPDatamineTTTextLeft" .. line_index]:GetText():trim()

            if not left_text or left_text == "" or left_text:find("Socket") or left_text:find("Set:") then
                break
            end
            local amount, stat = left_text:match("+(.-) (.*)")

            if amount and stat then
                create_entry = true
                intermediary[stat:lower():gsub(" ", "_"):gsub("|r", "")] = tonumber((amount:gsub(",", "")))
            end
        end

        if not create_entry then
            return
        end
        local item = DBEntry("items", item_id)
        item.upgrade_id = upgrade_id
        item.upgrades = item.upgrades or {}
        item.upgrades[upgrade_id] = item.upgrades[upgrade_id] or {}

        for stat, amount in pairs(intermediary) do
            item.upgrades[upgrade_id][stat] = amount
        end
    end
end -- do-block


local function RecordItemData(item_id, item_link, process_bonus_ids, durability)
    local _, _, item_string = item_link:find("^|%x+|H(.+)|h%[.+%]")
    local item

    if item_string then
        local item_results = { (":"):split(item_string) }

        local suffix_id = tonumber(item_results[8])
        local unique_id = item_results[9]
        --local level = tonumber(item_results[10])
        --local unknown = tonumber(item_results[11])
        local upgrade_id = tonumber(item_results[12])
        local instance_difficulty_id = tonumber(item_results[13])
        local num_bonus_ids = tonumber(item_results[14])

        if not num_bonus_ids or num_bonus_ids == 0 or not process_bonus_ids then
            if (suffix_id and suffix_id ~= 0) or (instance_difficulty_id and instance_difficulty_id ~= 0) then
                item = DBEntry("items", item_id)
                item.unique_id = bit.band(unique_id, 0xFFFF)

                if suffix_id and suffix_id ~= 0 then
                    item.suffix_id = suffix_id
                end

                if instance_difficulty_id and instance_difficulty_id ~= 0 then
                    item.instance_difficulty_id = instance_difficulty_id
                end

                if not item.seen_bonuses then
                    item.seen_bonuses = {}
                end
                item.seen_bonuses["0"] = true
            end
        elseif num_bonus_ids > 0 then
            item = DBEntry("items", item_id)

            item.unique_id = bit.band(unique_id, 0xFFFF)
            item.instance_difficulty_id = instance_difficulty_id

            if not item.seen_bonuses then
                item.seen_bonuses = {}
            end

            -- We want the bonus ID combo output to be in the form ["bonusID1:bonusID2:bonusID3"] = true
            -- And sorted numerically with the smallest bonusID first
            local sorted_bonus_string = ""
            local min_bonus_id_array = {}
            for iterations = 1, num_bonus_ids do
                -- Find minimum of this iteration
                local min_bonus_id = 100000
                for bonus_index = 1, num_bonus_ids do
                    local temp_bonus_id = tonumber(item_results[14 + bonus_index])
                    if temp_bonus_id and (not min_bonus_id_array[temp_bonus_id]) and (temp_bonus_id < min_bonus_id) then
                        min_bonus_id = temp_bonus_id
                    end
                end

                -- Keep track of already processed IDs
                min_bonus_id_array[min_bonus_id] = true

                -- Build string
                if iterations == 1 then
                    sorted_bonus_string = sorted_bonus_string .. tostring(min_bonus_id)
                else
                    sorted_bonus_string = sorted_bonus_string .. ":" .. tostring(min_bonus_id)
                end
            end

            item.seen_bonuses[sorted_bonus_string] = true
            Debug("RecordItemData: Recorded bonus IDs %s for item %d.", sorted_bonus_string, item_id)
        else
            Debug("RecordItemData: num_bonus_ids is supposed to be 0 or positive, instead it was %d.", num_bonus_ids)
        end
        if upgrade_id and upgrade_id ~= 0 then
            DatamineTT:SetHyperlink(item_link)
            ScrapeItemUpgradeStats(item_id, upgrade_id)
        end
    end

    if durability and durability > 0 then
        item = item or DBEntry("items", item_id)
        item.durability = durability
    end
end


function WDP:ProcessItems()
    for slot_index = _G.INVSLOT_FIRST_EQUIPPED, _G.INVSLOT_LAST_EQUIPPED do
        local item_id = _G.GetInventoryItemID("player", slot_index)

        if item_id and item_id > 0 then
            local _, max_durability = _G.GetInventoryItemDurability(slot_index)
            RecordItemData(item_id, _G.GetInventoryItemLink("player", slot_index), false, max_durability)
        end
    end

    for bag_index = 0, _G.NUM_BAG_SLOTS do
        for slot_index = 1, _G.GetContainerNumSlots(bag_index) do
            local item_id = _G.GetContainerItemID(bag_index, slot_index)

            if item_id and item_id > 0 then
                local _, max_durability = _G.GetContainerItemDurability(bag_index, slot_index)
                RecordItemData(item_id, _G.GetContainerItemLink(bag_index, slot_index), false, max_durability)
            end
        end
    end
end


local TargetedNPC
do
    local GENDER_NAMES = {
        "UNKNOWN",
        "MALE",
        "FEMALE",
    }


    local REACTION_NAMES = {
        "HATED",
        "HOSTILE",
        "UNFRIENDLY",
        "NEUTRAL",
        "FRIENDLY",
        "HONORED",
        "REVERED",
        "EXALTED",
    }


    local POWER_TYPE_NAMES = {
        ["0"] = "MANA",
        ["1"] = "RAGE",
        ["2"] = "FOCUS",
        ["3"] = "ENERGY",
        ["6"] = "RUNIC_POWER",
    }


    function TargetedNPC()
        if not _G.UnitExists("target") or _G.UnitPlayerControlled("target") or currently_drunk then
            current_target_id = nil
            return
        end
        local unit_type, unit_idnum = ParseGUID(_G.UnitGUID("target"))

        if not unit_idnum or not UnitTypeIsNPC(unit_type) then
            return
        end
        current_target_id = unit_idnum

        local npc = NPCEntry(unit_idnum)
        local _, class_token = _G.UnitClass("target")
        npc.class = class_token
        npc.faction = UnitFactionStanding("target")
        npc.genders = npc.genders or {}
        npc.genders[GENDER_NAMES[_G.UnitSex("target")] or "UNDEFINED"] = true
        npc.is_pvp = _G.UnitIsPVP("target") and true or nil
        npc.reaction = ("%s:%s:%s"):format(_G.UnitLevel("player"), _G.UnitFactionGroup("player"), REACTION_NAMES[_G.UnitReaction("player", "target")])

        local encounter_data = npc:EncounterData(InstanceDifficultyToken()).stats
        local npc_level = ("level_%d"):format(_G.UnitLevel("target"))
        local level_data = encounter_data[npc_level]

        if not level_data then
            level_data = {}
            encounter_data[npc_level] = level_data
        end
        level_data.max_health = level_data.max_health or _G.UnitHealthMax("target")

        if not level_data.power then
            local max_power = _G.UnitPowerMax("target")

            if max_power > 0 then
                local power_type = _G.UnitPowerType("target")
                level_data.power = ("%s:%d"):format(POWER_TYPE_NAMES[tostring(power_type)] or power_type, max_power)
            end
        end
        name_to_id_map[_G.UnitName("target")] = unit_idnum
        return npc, unit_idnum
    end
end -- do-block


do
    local COORD_MAX = 5

    function WDP:UpdateTargetLocation()
        if currently_drunk or not _G.UnitExists("target") or _G.UnitPlayerControlled("target") or (_G.UnitIsTapped("target") and not _G.UnitIsDead("target")) then
            return
        end

        for index = 1, 4 do
            if not _G.CheckInteractDistance("target", index) then
                return
            end
        end
        local npc = TargetedNPC()

        if not npc then
            return
        end
        local zone_name, area_id, x, y, map_level, difficulty_token = CurrentLocationData()
        if not (zone_name and area_id and x and y and map_level) then
            Debug("UpdateTargetLocation: Missing current location data - %s, %d, %d, %d, %d.", zone_name, area_id, x, y, map_level)
            return
        end
        local npc_data = npc:EncounterData(difficulty_token).stats[("level_%d"):format(_G.UnitLevel("target"))]
        local zone_token = ("%s:%d"):format(zone_name, area_id)
        npc_data.locations = npc_data.locations or {} -- TODO: Fix this. It is broken. Possibly something to do with the timed updates.

        local zone_data = npc_data.locations[zone_token]

        if not zone_data then
            zone_data = {}
            npc_data.locations[zone_token] = zone_data
        end

        for location_token in pairs(zone_data) do
            local loc_level, loc_x, loc_y = (":"):split(location_token)
            loc_level = tonumber(loc_level)

            if map_level == loc_level and math.abs(x - loc_x) <= COORD_MAX and math.abs(y - loc_y) <= COORD_MAX then
                return
            end
        end
        zone_data[("%d:%d:%d"):format(map_level, x, y)] = true
    end
end -- do-block


function WDP:HandleBadChatLootData(...)
    ClearChatLootData()
end


-- EVENT HANDLERS -----------------------------------------------------

-- This function (and the following function) are to stop 'HandleItemUse' from triggering when you put an item that would normally be opened into the bank, guild bank, etc.
function WDP:StopChatLootRecording(event_name)
    if not block_chat_loot_data then
        Debug("%s: Pausing chat-based loot recording.", event_name)
        ClearChatLootData()
        block_chat_loot_data = true
    end
end


function WDP:ResumeChatLootRecording(event_name)
    if block_chat_loot_data then
        Debug("%s: Resuming chat-based loot recording.", event_name)
        block_chat_loot_data = false
    end
end


-- For now, bonus roll data only pollutes the true drop percentages. We still want to capture the data from SPELL_CONFIRMATION_PROMPT because of legendary quest items though.
function WDP:BONUS_ROLL_RESULT(event_name)
    Debug("%s: Bonus roll detected; stopping loot recording for this boss to avoid recording bonus loot.", event_name)
    ClearKilledBossID()
    ClearLootToastContainerID()
end


function WDP:BLACK_MARKET_ITEM_UPDATE(event_name)
    if not ALLOWED_LOCALES[CLIENT_LOCALE] then
        return
    end
    local num_items = _G.C_BlackMarket.GetNumItems() or 0

    for index = 1, num_items do
        local name, texture, quantity, item_type, is_usable, level, level_type, seller_name, min_bid, min_increment, current_bid, has_high_bid, num_bids, time_left, item_link, market_id = _G.C_BlackMarket.GetItemInfoByIndex(index);

        if item_link then
            DBEntry("items", ItemLinkToID(item_link)).black_market = seller_name or "UNKNOWN"
        end
    end
end


local function UpdateUnitPet(unit_guid, unit_id)
    local current_pet_guid = group_owner_guids_to_pet_guids[unit_guid]

    if current_pet_guid then
        group_owner_guids_to_pet_guids[unit_guid] = nil
        group_pet_guids[current_pet_guid] = nil
    end
    local pet_guid = _G.UnitGUID(unit_id .. "pet")

    if pet_guid then
        group_owner_guids_to_pet_guids[unit_guid] = pet_guid
        group_pet_guids[pet_guid] = true
    end
end


function WDP:GROUP_ROSTER_UPDATE(event_name)
    local is_raid = _G.IsInRaid()
    local unit_type = is_raid and "raid" or "party"
    local group_size = is_raid and _G.GetNumGroupMembers() or _G.GetNumSubgroupMembers()

    table.wipe(group_member_guids)

    for index = 1, group_size do
        local unit_id = unit_type .. index
        local unit_guid = _G.UnitGUID(unit_id)

        group_member_guids[unit_guid] = true
        UpdateUnitPet(unit_guid, unit_id)
    end
    group_member_guids[PLAYER_GUID] = true
end


function WDP:UNIT_PET(event_name, unit_id)
    UpdateUnitPet(_G.UnitGUID(unit_id), unit_id)
end


function WDP:SHOW_LOOT_TOAST(event_name, loot_type, item_link, quantity, spec_ID, sex_ID, is_personal, loot_source)
    if not loot_type or (loot_type ~= "item" and loot_type ~= "money" and loot_type ~= "currency") then
        Debug("%s: loot_type is %s. Item link is %s, and quantity is %d.", event_name, loot_type, item_link, quantity)
        return
    end

    -- Need information on the most recent args, so using this complete debug statement for now
    Debug("%s: loot_type: %s, item_link: %s, quantity: %s, spec_ID: %s, sex_ID: %s, is_personal: %s, loot_source: %s", event_name, loot_type, item_link, quantity, spec_ID, sex_ID, is_personal, loot_source)

    -- Handle Garrison cache specially
    if loot_source and (loot_source == LOOT_SOURCE_ID_GARRISON_CACHE) and last_garrison_cache_object_id then
        -- Record location data for cache
        UpdateDBEntryLocation("objects", ("OPENING:%d"):format(last_garrison_cache_object_id))

        -- Add drop data
        local currency_texture = CurrencyLinkToTexture(item_link)
        if currency_texture and currency_texture ~= "" then
            -- Check for top level object data
            local object_entry = DBEntry("objects", ("OPENING:%d"):format(last_garrison_cache_object_id))
            local difficulty_token = InstanceDifficultyToken()
            if object_entry[difficulty_token] then
                -- Increment loot count
                object_entry[difficulty_token]["opening_count"] = (object_entry[difficulty_token]["opening_count"] or 0) + 1

                Debug("%s: %s X %d", event_name, currency_texture, quantity)
                object_entry[difficulty_token]["opening"] = object_entry[difficulty_token]["opening"] or {}
                table.insert(object_entry[difficulty_token]["opening"], ("currency:%d:%s"):format(quantity, currency_texture))
            else
                Debug("%s: When handling the Garrison cache, the top level loot data was missing for objectID %d.", event_name, last_garrison_cache_object_id)
            end
        else
            Debug("%s: Currency texture is nil, from currency link %s", event_name, item_link)
        end
        
        -- Wipe object ID until future mouseover
        last_garrison_cache_object_id = nil
    elseif raid_boss_id then
        local npc = NPCEntry(raid_boss_id)
        if npc then
            local loot_label = "drops"
            local encounter_data = npc:EncounterData(InstanceDifficultyToken())
            encounter_data[loot_label] = encounter_data[loot_label] or {}
            encounter_data.loot_counts = encounter_data.loot_counts or {}

            if loot_type == "item" then
                local item_id = ItemLinkToID(item_link)
                if item_id then
                    Debug("%s: %s X %d (%d)", event_name, item_link, quantity, item_id)
                    RecordItemData(item_id, item_link, true)
                    table.insert(encounter_data[loot_label], ("%d:%d"):format(item_id, quantity))
                else
                    Debug("%s: ItemID is nil, from item link %s", event_name, item_link)
                    return
                end
            elseif loot_type == "money" then
                Debug("%s: money X %d", event_name, quantity)
                table.insert(encounter_data[loot_label], ("money:%d"):format(quantity))
            elseif loot_type == "currency" then
                local currency_texture = CurrencyLinkToTexture(item_link)
                if currency_texture and currency_texture ~= "" then
                    Debug("%s: %s X %d", event_name, currency_texture, quantity)
                    table.insert(encounter_data[loot_label], ("currency:%d:%s"):format(quantity, currency_texture))
                else
                    Debug("%s: Currency texture is nil, from currency link %s", event_name, item_link)
                    return
                end
            end

            if not boss_loot_toasting[raid_boss_id] then
                encounter_data.loot_counts[loot_label] = (encounter_data.loot_counts[loot_label] or 0) + 1
                boss_loot_toasting[raid_boss_id] = true -- Do not count further loots until timer expires or another boss is killed
            end
        end
    elseif loot_toast_container_id then
        InitializeCurrentLoot()

        -- Fake the loot characteristics to match that of an actual container item
        current_loot.identifier = loot_toast_container_id
        current_loot.label = "contains"
        current_loot.target_type = AF.ITEM

        current_loot.sources[loot_toast_container_id] = current_loot.sources[loot_toast_container_id] or {}

        if loot_type == "item" then
            local item_id = ItemLinkToID(item_link)
            if item_id then
                Debug("%s: %s X %d (%d)", event_name, item_link, quantity, item_id)
                RecordItemData(item_id, item_link, true)
                current_loot.sources[loot_toast_container_id][item_id] = (current_loot.sources[loot_toast_container_id][item_id] or 0) + quantity
            else
                Debug("%s: ItemID is nil, from item link %s", event_name, item_link)
                current_loot = nil
                return
            end
        elseif loot_type == "money" then
            Debug("%s: money X %d", event_name, quantity)
            current_loot.sources[loot_toast_container_id]["money"] = (current_loot.sources[loot_toast_container_id]["money"] or 0) + quantity
        elseif loot_type == "currency" then
            local currency_texture = CurrencyLinkToTexture(item_link)
            if currency_texture and currency_texture ~= "" then
                Debug("%s: %s X %d", event_name, currency_texture, quantity)
                local currency_token = ("currency:%s"):format(currency_texture)
                current_loot.sources[loot_toast_container_id][currency_token] = (current_loot.sources[loot_toast_container_id][currency_token] or 0) + quantity
            else
                Debug("%s: Currency texture is nil, from currency link %s", event_name, item_link)
                current_loot = nil
                return
            end
        end

        GenericLootUpdate("items")
        current_loot = nil
        container_loot_toasting = true -- Do not count further loots until timer expires or another container is opened
    elseif loot_source and (loot_source == LOOT_SOURCE_ID_REDUNDANT) and chat_loot_timer_handle then
        -- Handle currency loot toasts for chat-based loot (we do this instead of reading currency chat messages because the chat messages are very delayed)
        if loot_type == "currency" then
            local currency_texture = CurrencyLinkToTexture(item_link)
            if currency_texture and currency_texture ~= "" then
                -- Verify that we're still assigning data to the right items
                if chat_loot_data.identifier and (private.CONTAINER_ITEM_ID_LIST[chat_loot_data.identifier] ~= nil) then
                    local currency_token = ("currency:%s"):format(currency_texture)
                    Debug("%s: Captured currency for chat-based loot recording. %s X %d", event_name, currency_token, quantity)
                    chat_loot_data.loot = chat_loot_data.loot or {}
                    chat_loot_data.loot[currency_token] = (chat_loot_data.loot[currency_token] or 0) + quantity
                else -- If not, cancel the timer and wipe the loot table early
                    Debug("%s: Canceled chat-based loot recording because we would have assigned the wrong loot!", event_name)
                    ClearChatLootData()
                end
            else
                Debug("%s: Currency texture is nil, from currency link %s", event_name, item_link)
            end
        -- Handle money loot toasts for chat-based loot (we do this instead of reading money chat messages because the chat messages are very delayed)
        elseif loot_type == "money" then
            -- Verify that we're still assigning data to the right items
            if chat_loot_data.identifier and (private.CONTAINER_ITEM_ID_LIST[chat_loot_data.identifier] ~= nil) then
                Debug("%s: Captured money for chat-based loot recording. money X %d", event_name, quantity)
                chat_loot_data.loot = chat_loot_data.loot or {}
                chat_loot_data.loot["money"] = (chat_loot_data.loot["money"] or 0) + quantity
            else -- If not, cancel the timer and wipe the loot table early
                Debug("%s: Canceled chat-based loot recording because we would have assigned the wrong loot!", event_name)
                ClearChatLootData()
            end
        end
    else
        Debug("%s: NPC and Container are nil, storing loot toast data for 5 seconds.", event_name)

        loot_toast_data = loot_toast_data or {}
        loot_toast_data[#loot_toast_data + 1] = { loot_type, item_link, quantity }

        local item_id = ItemLinkToID(item_link)
        if item_id then
            RecordItemData(item_id, item_link, true)
        end

        loot_toast_data_timer_handle = C_Timer.NewTimer(5, ClearLootToastData)
    end
end


do
    local CHAT_MSG_CURRENCY_UPDATE_FUNCS = {
        [AF.NPC] = function(currency_texture, quantity)
            Debug("CHAT_MSG_CURRENCY: AF.NPC currency:%s (%d)", currency_texture, quantity)
        end,
        [AF.ZONE] = function(currency_texture, quantity)
            local currency_token = ("currency:%s"):format(currency_texture)
            Debug("CHAT_MSG_CURRENCY: AF.ZONE %s (%d)", currency_token, quantity)
            InitializeCurrentLoot()
            current_loot.list[1] = ("%s:%d"):format(currency_token, quantity)
            GenericLootUpdate("zones")
            current_loot = nil
        end,
    }


    function WDP:CHAT_MSG_CURRENCY(event_name, message)
        local category

        local currency_link, quantity = deformat(message, _G.CURRENCY_GAINED_MULTIPLE)
        if not currency_link then
            quantity, currency_link = 1, deformat(message, _G.CURRENCY_GAINED)
        end
        local currency_texture = CurrencyLinkToTexture(currency_link)

        if not currency_texture or currency_texture == "" then
            return
        end

        -- Set update category
        if current_action.spell_label == "FISHING" then
            category = AF.ZONE
        elseif raid_boss_id then
            category = AF.NPC
        end

        -- Take action based on update category
        local update_func = CHAT_MSG_CURRENCY_UPDATE_FUNCS[category]
        if not category or not update_func then
            return
        end
        update_func(currency_texture, quantity)
    end


    local BLACKLISTED_ITEMS = {
        [114116] = true,
        [114119] = true,
        [114120] = true,
        [116980] = true,
        [120319] = true,
        [120320] = true,
    }


    local CHAT_MSG_LOOT_UPDATE_FUNCS = {
        [AF.ITEM] = function(item_id, quantity)
            -- Verify that we're still assigning data to the right items
            if chat_loot_data.identifier and (private.CONTAINER_ITEM_ID_LIST[chat_loot_data.identifier] ~= nil) then
                Debug("CHAT_MSG_LOOT: AF.ITEM %d (%d)", item_id, quantity)
                chat_loot_data.loot = chat_loot_data.loot or {}
                chat_loot_data.loot[item_id] = (chat_loot_data.loot[item_id] or 0) + quantity
            else -- If not, cancel the timer and wipe the loot table early
                Debug("CHAT_MSG_LOOT: We would have assigned the wrong loot!")
                ClearChatLootData()
            end
        end,
        [AF.NPC] = function(item_id, quantity)
            Debug("CHAT_MSG_LOOT: AF.NPC %d (%d)", item_id, quantity)
        end,
        [AF.OBJECT] = function(item_id, quantity)
            Debug("CHAT_MSG_LOOT: AF.OBJECT %d (%d)", item_id, quantity)
            -- Check for top level object data
            local object_entry = DBEntry("objects", ("OPENING:%s"):format(private.LOGGING_SPELL_ID_TO_OBJECT_ID_MAP[last_timber_spell_id]))
            local difficulty_token = InstanceDifficultyToken()
            if object_entry[difficulty_token] then
                -- Increment loot count
                object_entry[difficulty_token]["opening_count"] = (object_entry[difficulty_token]["opening_count"] or 0) + 1

                -- Add drop data
                object_entry[difficulty_token]["opening"] = object_entry[difficulty_token]["opening"] or {}
                table.insert(object_entry[difficulty_token]["opening"], ("%d:%d"):format(item_id, quantity))
            else
                Debug("CHAT_MSG_LOOT: When handling timber, the top level data was missing for objectID %s.", private.LOGGING_SPELL_ID_TO_OBJECT_ID_MAP[last_timber_spell_id])
            end
        end,
        [AF.ZONE] = function(item_id, quantity)
            Debug("CHAT_MSG_LOOT: AF.ZONE %d (%d)", item_id, quantity)
            InitializeCurrentLoot()
            current_loot.list[1] = ("%d:%d"):format(item_id, quantity)
            GenericLootUpdate("zones")
            current_loot = nil
        end,
    }


    function WDP:CHAT_MSG_LOOT(event_name, message)
        local category

        local item_link, quantity = deformat(message, _G.LOOT_ITEM_PUSHED_SELF_MULTIPLE)
        if not item_link then
            quantity, item_link = 1, deformat(message, _G.LOOT_ITEM_PUSHED_SELF)
        end
        local item_id = ItemLinkToID(item_link)

        if not item_id then
            return
        end

        -- Set update category
        if last_timber_spell_id and item_id == ITEM_ID_TIMBER then
            category = AF.OBJECT
        -- Recently changed from ~= "EXTRACT_GAS" because of some occassional bad data, and, as far as I know, no benefit.
        elseif current_action.spell_label == "FISHING" then
            category = AF.ZONE
        elseif raid_boss_id then
            category = AF.NPC
        elseif chat_loot_timer_handle then
            category = AF.ITEM
        end

        -- We still want to record the item's data, even if it doesn't need its drop location recorded
        RecordItemData(item_id, item_link, true)

        -- Take action based on update category
        local update_func = CHAT_MSG_LOOT_UPDATE_FUNCS[category]
        if not category or not update_func or BLACKLISTED_ITEMS[item_id] then
            return
        end
        update_func(item_id, quantity)
    end
end


function WDP:RecordQuote(event_name, message, source_name, language_name)
    if not ALLOWED_LOCALES[CLIENT_LOCALE] or not source_name or not name_to_id_map[source_name] or (language_name ~= "" and not languages_known[language_name]) then
        return
    end
    local npc = NPCEntry(name_to_id_map[source_name])
    npc.quotes = npc.quotes or {}
    npc.quotes[event_name] = npc.quotes[event_name] or {}
    npc.quotes[event_name][ReplaceKeywords(message)] = true
end


do
    local SOBER_MATCH = _G.DRUNK_MESSAGE_ITEM_SELF1:gsub("%%s", ".+")

    local DRUNK_COMPARES = {
        _G.DRUNK_MESSAGE_SELF2,
        _G.DRUNK_MESSAGE_SELF3,
        _G.DRUNK_MESSAGE_SELF4,
    }

    local DRUNK_MATCHES = {
        (_G.DRUNK_MESSAGE_SELF2:gsub("%%s", ".+")),
        (_G.DRUNK_MESSAGE_SELF3:gsub("%%s", ".+")),
        (_G.DRUNK_MESSAGE_SELF4:gsub("%%s", ".+")),
    }

    local RECIPE_MATCH = _G.ERR_LEARN_RECIPE_S:gsub("%%s", "(.*)")


    local function RecordDiscovery(tradeskill_name, tradeskill_index)
        if tradeskill_name == private.discovered_recipe_name then
            DBEntry("spells", tonumber(_G.GetTradeSkillRecipeLink(tradeskill_index):match("^|c%x%x%x%x%x%x%x%x|H%w+:(%d+)"))).discovery = ("%d:%d"):format(private.previous_spell_id, private.profession_level)

            private.discovered_recipe_name = nil
            private.profession_level = nil
            private.previous_spell_id = nil

            return true
        end
    end


    local function IterativeRecordDiscovery()
        TradeSkillExecutePer(RecordDiscovery)
    end


    function WDP:CHAT_MSG_SYSTEM(event_name, message)
        local item_link, quantity = deformat(message, _G.ERR_QUEST_REWARD_ITEM_MULT_IS)
        if not item_link then
            quantity, item_link = 1, deformat(message, _G.ERR_QUEST_REWARD_ITEM_S)
        end
        local item_id = ItemLinkToID(item_link)

        -- If it isn't a quest message, check the other uses of system messages
        if not item_id then
            if not private.trainer_shown then
                local recipe_name = message:match(RECIPE_MATCH)

                if recipe_name and private.previous_spell_id then
                    local profession_name, prof_level = _G.GetTradeSkillLine()

                    if profession_name == _G.UNKNOWN then
                        return
                    end
                    private.discovered_recipe_name = recipe_name
                    private.profession_level = prof_level

                    C_Timer.After(0.2, IterativeRecordDiscovery)
                end
            end

            if currently_drunk then
                if message == _G.DRUNK_MESSAGE_SELF1 or message:match(SOBER_MATCH) then
                    currently_drunk = nil
                end
                return
            end

            for index = 1, #DRUNK_MATCHES do
                if message == DRUNK_COMPARES[index] or message:match(DRUNK_MATCHES[index]) then
                    currently_drunk = true
                    break
                end
            end
            return
        end

        -- If it is an item, parse its link
        RecordItemData(item_id, item_link, true)
    end
end


do
    local FLAGS_NPC = bit.bor(_G.COMBATLOG_OBJECT_TYPE_GUARDIAN, _G.COMBATLOG_OBJECT_CONTROL_NPC)
    local FLAGS_NPC_CONTROL = bit.bor(_G.COMBATLOG_OBJECT_AFFILIATION_OUTSIDER, _G.COMBATLOG_OBJECT_CONTROL_NPC)

    -- Spells that are cast by players that are mistakely assigned as being cast by the target; must be blacklisted
    local BLACKLISTED_SPELLS = {
        [117526] = true, -- Binding Shot
        [132464] = true, -- Chi Wave
        [132467] = true, -- Chi Wave
        [121308] = true, -- Disguise
    }

    local function RecordNPCSpell(sub_event, source_guid, source_name, source_flags, dest_guid, dest_name, dest_flags, spell_id, spell_name)
        if not spell_id or BLACKLISTED_SPELLS[spell_id] then
            return
        end
        local source_type, source_id = ParseGUID(source_guid)

        if not source_id or not UnitTypeIsNPC(source_type) then
            return
        end

        if bit.band(FLAGS_NPC_CONTROL, source_flags) == FLAGS_NPC_CONTROL and bit.band(FLAGS_NPC, source_flags) ~= 0 then
            local encounter_data = NPCEntry(source_id):EncounterData(InstanceDifficultyToken())
            encounter_data.spells = encounter_data.spells or {}
            encounter_data.spells[spell_id] = (encounter_data.spells[spell_id] or 0) + 1
        end
    end

    local HEAL_BATTLE_PETS_SPELL_ID = 125801

    local previous_combat_event = {}

    local COMBAT_LOG_FUNCS = {
        SPELL_AURA_APPLIED = RecordNPCSpell,
        SPELL_CAST_START = RecordNPCSpell,
        SPELL_CAST_SUCCESS = function(sub_event, source_guid, source_name, source_flags, dest_guid, dest_name, dest_flags, spell_id, spell_name)
            if spell_id == HEAL_BATTLE_PETS_SPELL_ID then
                local unit_type, unit_idnum = ParseGUID(source_guid)

                if unit_idnum and UnitTypeIsNPC(unit_type) then
                    NPCEntry(unit_idnum).stable_master = true
                end
            end
            RecordNPCSpell(sub_event, source_guid, source_name, source_flags, dest_guid, dest_name, dest_flags, spell_id, spell_name)
        end,
        UNIT_DIED = function(sub_event, source_guid, source_name, source_flags, dest_guid, dest_name, dest_flags, spell_id, spell_name)
            local unit_type, unit_idnum = ParseGUID(dest_guid)

            if not unit_idnum or not UnitTypeIsNPC(unit_type) then
                Debug("%s: %s is not an NPC, or has no ID.", sub_event, dest_name or _G.UNKNOWN)
                ClearKilledNPC()
                private.harvesting = nil
                return
            end

            if source_guid == "" then
                source_guid = nil
            end
            local killer_guid = source_guid or previous_combat_event.source_guid
            local killer_name = source_name or previous_combat_event.source_name

            if not previous_combat_event.party_damage then
                --Debug("%s: %s was killed by %s (not group member or pet).", sub_event, dest_name or _G.UNKNOWN, killer_name or _G.UNKNOWN) -- broken in Patch 5.4
                table.wipe(previous_combat_event)
                ClearKilledNPC()
            else
                --Debug("%s: %s was killed by %s.", sub_event, dest_name or _G.UNKNOWN, killer_name or _G.UNKNOWN) -- broken in Patch 5.4
            end
            killed_npc_id = unit_idnum
            C_Timer.After(0.1, ClearKilledNPC)
        end,
    }


    local NON_DAMAGE_EVENTS = {
        SPELL_AURA_APPLIED = true,
        SPELL_AURA_REMOVED = true,
        SPELL_AURA_REMOVED_DOSE = true,
        SPELL_CAST_FAILED = true,
        SWING_MISSED = true,
    }

    local DAMAGE_EVENTS = {
        RANGE_DAMAGE = true,
        SPELL_BUILDING_DAMAGE = true,
        SPELL_DAMAGE = true,
        SPELL_PERIODIC_DAMAGE = true,
        SWING_DAMAGE = true,
    }


    function WDP:COMBAT_LOG_EVENT_UNFILTERED(event_name, time_stamp, sub_event, hide_caster, source_guid, source_name, source_flags, source_raid_flags, dest_guid, dest_name, dest_flags, dest_raid_flags, ...)
        local combat_log_func = COMBAT_LOG_FUNCS[sub_event]

        if not combat_log_func then
            if DAMAGE_EVENTS[sub_event] then
                table.wipe(previous_combat_event)
                previous_combat_event.source_name = source_name

                if source_guid ~= dest_guid and (in_instance or group_member_guids[source_guid] or group_pet_guids[source_guid]) then
                    previous_combat_event.party_damage = true
                end
            end
            return
        end
        combat_log_func(sub_event, source_guid, source_name, source_flags, dest_guid, dest_name, dest_flags, ...)

        if NON_DAMAGE_EVENTS[sub_event] then
            table.wipe(previous_combat_event)
        end
    end

    
    local DIPLOMACY_SPELL_ID = 20599
    local MR_POP_RANK1_SPELL_ID = 78634
    local MR_POP_RANK2_SPELL_ID = 78635
    local TRADING_PACT_SPELL_ID = 170200


    function WDP:COMBAT_TEXT_UPDATE(event_name, message_type, faction_name, amount)
        if message_type ~= "FACTION" or not killed_npc_id then
            return
        end
        UpdateFactionData()

        if not faction_name or not faction_standings[faction_name] then
            return
        end
        local npc = NPCEntry(killed_npc_id)
        ClearKilledNPC()

        if not npc then
            private.harvesting = nil
            return
        end
        npc.harvested = private.harvesting
        private.harvesting = nil

        local modifier = 1

        -- Check for modifiers from known spells
        if _G.IsSpellKnown(DIPLOMACY_SPELL_ID) then
            modifier = modifier + 0.1
        end
        if _G.IsSpellKnown(MR_POP_RANK2_SPELL_ID) then
            modifier = modifier + 0.1
        elseif _G.IsSpellKnown(MR_POP_RANK1_SPELL_ID) then
            modifier = modifier + 0.05
        end
        if _G.IsSpellKnown(TRADING_PACT_SPELL_ID) then
            modifier = modifier + 0.2
        end

        -- Determine faction ID
        local faction_ID
        for pseudo_faction_name, faction_data_table in pairs(private.FACTION_DATA) do
            if faction_name == faction_data_table[3] then
                -- Check ignore flag
                if faction_data_table[2] then
                    return
                end
                faction_ID = faction_data_table[1]
                break
            end
        end
        if faction_ID and faction_ID > 0 then
            -- Check for modifiers from Commendations (applied directly to the faction, account-wide)
            local _, _, _, _, _, _, _, _, _, _, _, _, _, _, has_bonus_rep_gain = GetFactionInfoByID(faction_ID)
            if has_bonus_rep_gain then
                modifier = modifier + 1
            end
        end

        -- Check for modifiers from buffs
        for buff_name, buff_data_table in pairs(private.REP_BUFFS) do
            if _G.UnitBuff("player", buff_name) then
                local modded_faction = buff_data_table.faction

                if not modded_faction or faction_name == modded_faction then
                    if buff_data_table.ignore then
                        -- Some buffs from tabards convert all rep of other factions into rep for a specific faction.
                        -- We can't know what faction the rep was orginally from, so we must ignore the data entirely in these cases.
                        return
                    else
                        modifier = modifier + buff_data_table.modifier
                    end
                end
            end
        end
        
        npc.reputations = npc.reputations or {}
        npc.reputations[("%s:%s"):format(faction_name, faction_standings[faction_name])] = math.floor(amount / modifier)
    end
end -- do-block


function WDP:CURSOR_UPDATE(event_name)
    if current_action.fishing_target or _G.Minimap:IsMouseOver() then
        return
    end
    local text = _G["GameTooltipTextLeft1"]:GetText()

    -- Handle Fishing
    if (current_action.spell_label == "FISHING") then
        if not text or text == "Fishing Bobber" then
            text = "NONE"
        else
            current_action.fishing_target = true
        end
        current_action.identifier = ("%s:%s"):format(current_action.spell_label, text)
     -- Handle Garrison Cache
    elseif private.GARRISON_CACHE_OBJECT_NAME_TO_OBJECT_ID_MAP[text] then
        last_garrison_cache_object_id = private.GARRISON_CACHE_OBJECT_NAME_TO_OBJECT_ID_MAP[text]
    end
end


function WDP:ITEM_TEXT_BEGIN(event_name)
    local unit_type, unit_idnum = ParseGUID(_G.UnitGUID("npc"))

    if not unit_idnum or unit_type ~= private.UNIT_TYPES.OBJECT or _G.UnitName("npc") ~= _G.ItemTextGetItem() then
        return
    end
    UpdateDBEntryLocation("objects", unit_idnum)
end


do
    local LOOT_OPENED_VERIFY_FUNCS = {
        -- Item containers can be AOE-looted in Patch 5.4.2 if the user clicks fast enough, but this verification still works as long as they both have loot.
        [AF.ITEM] = function()
            local locked_item_id

            for bag_index = 0, _G.NUM_BAG_FRAMES do
                for slot_index = 1, _G.GetContainerNumSlots(bag_index) do
                    local _, _, is_locked, _, _, is_lootable = _G.GetContainerItemInfo(bag_index, slot_index)

                    if is_locked and is_lootable then
                        locked_item_id = ItemLinkToID(_G.GetContainerItemLink(bag_index, slot_index))
                        break
                    end
                end

                if locked_item_id then
                    break
                end
            end

            if (not current_action.spell_label == "DISENCHANT") and (not locked_item_id or (current_action.identifier and current_action.identifier ~= locked_item_id)) then
                return false
            end
            current_action.identifier = locked_item_id
            return true
        end,
        [AF.NPC] = function()
            return not _G.IsFishingLoot()
        end,
        [AF.OBJECT] = function()
            return not _G.IsFishingLoot()
        end,
        [AF.ZONE] = function()
            current_action.zone_data = UpdateDBEntryLocation("zones", current_action.identifier)
            return _G.IsFishingLoot()
        end,
    }


    local LOOT_OPENED_UPDATE_FUNCS = {
        [AF.ITEM] = function()
            GenericLootUpdate("items")
        end,
        [AF.NPC] = function()
            local difficulty_token = InstanceDifficultyToken()
            local loot_label = current_loot.label
            local source_list = {}

            for source_guid, loot_data in pairs(current_loot.sources) do
                local _, source_id = ParseGUID(source_guid)
                local npc = NPCEntry(source_id)

                if npc then
                    local encounter_data = npc:EncounterData(difficulty_token)
                    encounter_data[loot_label] = encounter_data[loot_label] or {}

                    if not source_list[source_guid] then
                        encounter_data.loot_counts = encounter_data.loot_counts or {}
                        encounter_data.loot_counts[loot_label] = (encounter_data.loot_counts[loot_label] or 0) + 1
                        source_list[source_guid] = true
                    end

                    for loot_token, quantity in pairs(loot_data) do
                        local loot_type, currency_texture = (":"):split(loot_token)

                        if loot_type == "currency" and currency_texture then
                            table.insert(encounter_data[loot_label], ("currency:%d:%s"):format(quantity, currency_texture))
                        elseif loot_token == "money" then
                            table.insert(encounter_data[loot_label], ("money:%d"):format(quantity))
                        else
                            table.insert(encounter_data[loot_label], ("%d:%d"):format(loot_token, quantity))
                        end
                    end
                end
            end
        end,
        [AF.OBJECT] = function()
            GenericLootUpdate("objects", InstanceDifficultyToken())
        end,
        [AF.ZONE] = function()
            if not (current_loot.map_level and current_loot.x and current_loot.y and current_loot.zone_data) then
                return
            end
            local location_token = ("%d:%d:%d"):format(current_loot.map_level, current_loot.x, current_loot.y)

            -- This will start life as a boolean true.
            if _G.type(current_loot.zone_data[location_token]) ~= "table" then
                current_loot.zone_data[location_token] = {
                    drops = {}
                }
            end
            local loot_count = ("%s_count"):format(current_loot.label)
            current_loot.zone_data[location_token][loot_count] = (current_loot.zone_data[location_token][loot_count] or 0) + 1

            if current_loot.sources then
                for source_guid, loot_data in pairs(current_loot.sources) do
                    for item_id, quantity in pairs(loot_data) do
                        table.insert(current_loot.zone_data[location_token].drops, ("%d:%d"):format(item_id, quantity))
                    end
                end
            end

            if #current_loot.list <= 0 then
                return
            end

            for index = 1, #current_loot.list do
                table.insert(current_loot.zone_data[location_token].drops, current_loot.list[index])
            end
        end,
    }

    -- Prevent opening the same loot window multiple times from recording data multiple times.
    local loot_guid_registry = {}


    function WDP:LOOT_CLOSED(event_name)
        ClearChatLootData()
        current_loot = nil
        table.wipe(current_action)
    end


    local function ExtrapolatedCurrentActionFromLootData(event_name)
        local log_source = event_name .. "- ExtrapolatedCurrentActionFromLootData"
        local previous_spell_label = current_action.spell_label
        local extrapolated_guid_registry = {}
        local num_guids = 0
        table.wipe(current_action)

        if _G.IsFishingLoot() then
            -- Set up a proper 'fishing' current_action table
            local zone_name, area_id, x, y, map_level, instance_token = CurrentLocationData()
            if not (zone_name and area_id and x and y and map_level) then
                Debug("%s: Missing current location data - %s, %d, %d, %d, %d.", log_source, zone_name, area_id, x, y, map_level)
                return
            end
            current_action.instance_token = instance_token
            current_action.map_level = map_level
            current_action.x = x
            current_action.y = y
            current_action.zone_data = ("%s:%d"):format(zone_name, area_id)
            current_action.spell_label = "FISHING"
            current_action.loot_label = "fishing"
            current_action.identifier = "FISHING:NONE"
            current_action.target_type = AF.ZONE

            Debug("%s: Fishing loot detected.", log_source)
            return true
        end

        -- Loot extrapolation cannot handle objects that need special spell labels (like HERBALISM or MINING) (MIND_CONTROL is okay)
        if previous_spell_label and private.SPELL_FLAGS_BY_LABEL[previous_spell_label] and not private.NON_LOOT_SPELL_LABELS[previous_spell_label] then
            Debug("%s: Problematic spell label %s found. Loot extrapolation for this set of loot would have run an increased risk of introducing bad data into the system.", log_source, private.previous_spell_id)
            return false
        end

        for loot_slot = 1, _G.GetNumLootItems() do
            local loot_info = {
                _G.GetLootSourceInfo(loot_slot)
            }

            for loot_index = 1, #loot_info, 2 do
                local source_guid = loot_info[loot_index]

                if not extrapolated_guid_registry[source_guid] then
                    local unit_type, unit_idnum = ParseGUID(source_guid)

                    if unit_type and unit_idnum then
                        extrapolated_guid_registry[source_guid] = {
                            unit_type,
                            unit_idnum
                        }

                        num_guids = num_guids + 1
                    end
                end
            end
        end

        if num_guids == 0 then
            Debug("%s: No GUIDs found in loot. Blank loot window?", log_source)
            return false
        end

        local num_npcs = 0
        local num_objects = 0
        local num_itemcontainers = 0

        for source_guid, guid_data in pairs(extrapolated_guid_registry) do
            local unit_type = guid_data[1]
            local loot_label = (unit_type == private.UNIT_TYPES.OBJECT) and "opening" or (UnitTypeIsNPC(unit_type) and "drops") or ((unit_type == private.UNIT_TYPES.PLAYER) and "contains")

            if loot_label then
                local unit_idnum = guid_data[2]

                if loot_guid_registry[loot_label] and loot_guid_registry[loot_label][source_guid] then
                    Debug("%s: Previously scanned loot for unit with GUID %s and identifier %s.", log_source, source_guid, unit_idnum)
                elseif unit_type == private.UNIT_TYPES.OBJECT and unit_idnum ~= OBJECT_ID_FISHING_BOBBER then
                    current_action.loot_label = loot_label
                    current_action.spell_label = "OPENING"
                    current_action.target_type = AF.OBJECT
                    current_action.identifier = unit_idnum
                    num_objects = num_objects + 1
                elseif UnitTypeIsNPC(unit_type) then
                    current_action.loot_label = loot_label
                    current_action.target_type = AF.NPC
                    current_action.identifier = unit_idnum
                    num_npcs = num_npcs + 1
                elseif unit_type == private.UNIT_TYPES.PLAYER then
                    -- Item container GUIDs are currently of the 'PLAYER' type; this may be unintended and could change in the future.
                    current_action.loot_label = loot_label
                    current_action.target_type = AF.ITEM
                    -- current_action.identifier assigned during loot verification.
                    num_itemcontainers = num_itemcontainers + 1
                end
            else
                -- Bail here; not only do we not know what this unit is, but we don't want to attribute loot to something that doesn't actually drop it.
                Debug("%s: Unit with GUID %s has unsupported type for looting.", log_source, source_guid)
                return false
            end
        end

        if not current_action.target_type then
            Debug("%s: Failure to obtain target_type.", log_source)
            return false
        end

        -- We can't figure out what dropped the loot. This shouldn't ever happen, but hey - Blizzard does some awesome stuff on occasion.
        if (num_npcs > 0 and num_objects + num_itemcontainers > 0) or (num_objects > 0 and num_npcs + num_itemcontainers > 0) or (num_itemcontainers > 0 and num_npcs + num_objects > 0) then
            Debug("%s: Mixed target types are not supported. NPCs - %d, Objects - %d, Item Containers - %d.", log_source, num_npcs, num_objects, num_itemcontainers)
            return false
        end

        return true
    end


    function WDP:LOOT_OPENED(event_name)
        ClearChatLootData()

        if current_loot then
            current_loot = nil
            Debug("%s: Previous loot did not process in time for this event. Attempting to extrapolate current_action from loot data.", event_name)

            if not ExtrapolatedCurrentActionFromLootData(event_name) then
                Debug("%s: Unable to extrapolate current_action. Aborting attempts to handle loot for now.", event_name)
                return
            end
        end

        if not current_action.target_type then
            if not ExtrapolatedCurrentActionFromLootData(event_name) then
                Debug("%s: Unable to extrapolate current_action. Aborting attempts to handle loot for now.", event_name)
                return
            end
        end
        local verify_func = LOOT_OPENED_VERIFY_FUNCS[current_action.target_type]
        local update_func = LOOT_OPENED_UPDATE_FUNCS[current_action.target_type]

        if not verify_func or not update_func then
            Debug("%s: The current action's target type is unsupported or nil.", event_name)
            return
        end

        if _G.type(verify_func) == "function" and not verify_func() then
            Debug("%s: The current action type, %s, is supported but has failed loot verification.", event_name, private.ACTION_TYPE_NAMES[current_action.target_type])
            return
        end
        local guids_used = {}

        InitializeCurrentLoot()
        loot_guid_registry[current_loot.label] = loot_guid_registry[current_loot.label] or {}

        for loot_slot = 1, _G.GetNumLootItems() do
            local icon_texture, item_text, slot_quantity, quality, locked = _G.GetLootSlotInfo(loot_slot)
            local slot_type = _G.GetLootSlotType(loot_slot)
            local loot_info = {
                _G.GetLootSourceInfo(loot_slot)
            }

            -- Odd index is GUID, even is count.
            for loot_index = 1, #loot_info, 2 do
                local source_guid = loot_info[loot_index]

                if not loot_guid_registry[current_loot.label][source_guid] then
                    local loot_quantity = loot_info[loot_index + 1]
                    -- There is a new bug in 5.4.0 that causes GetLootSlotInfo() to (rarely) return nil values for slot_quantity.
                    if slot_quantity then
                        -- We need slot_quantity to account for an old bug where loot_quantity is sometimes '1' for stacks of items, such as cloth.
                        if slot_quantity > loot_quantity then
                            loot_quantity = slot_quantity
                        end
                        local source_type, source_id = ParseGUID(source_guid)
                        local source_key = ("%s:%d"):format(source_type, source_id)

                        if slot_type == LOOT_SLOT_ITEM then
                            local item_id = ItemLinkToID(_G.GetLootSlotLink(loot_slot))
                            Debug("GUID: %s - Type:ID: %s - ItemID: %d - Amount: %d (%d)", loot_info[loot_index], source_key, item_id, loot_info[loot_index + 1], slot_quantity)
                            current_loot.sources[source_guid] = current_loot.sources[source_guid] or {}
                            current_loot.sources[source_guid][item_id] = (current_loot.sources[source_guid][item_id] or 0) + loot_quantity
                            guids_used[source_guid] = true
                        elseif slot_type == LOOT_SLOT_MONEY then
                            Debug("GUID: %s - Type:ID: %s - Money - Amount: %d (%d)", loot_info[loot_index], source_key, loot_info[loot_index + 1], slot_quantity)
                            if current_loot.target_type == AF.ZONE then
                                table.insert(current_loot.list, ("money:%d"):format(loot_quantity))
                            else
                                current_loot.sources[source_guid] = current_loot.sources[source_guid] or {}
                                current_loot.sources[source_guid]["money"] = (current_loot.sources[source_guid]["money"] or 0) + loot_quantity
                                guids_used[source_guid] = true
                            end
                        elseif slot_type == LOOT_SLOT_CURRENCY then
                            -- Same bug with GetLootSlotInfo() will screw up currency when it happens, so we won't process this slot's loot.
                            if icon_texture then
                                Debug("GUID: %s - Type:ID: %s - Currency: %s - Amount: %d (%d)", loot_info[loot_index], source_key, icon_texture, loot_info[loot_index + 1], slot_quantity)
                                if current_loot.target_type == AF.ZONE then
                                    table.insert(current_loot.list, ("currency:%d:%s"):format(loot_quantity, icon_texture:match("[^\\]+$"):lower()))
                                else
                                    local currency_token = ("currency:%s"):format(icon_texture:match("[^\\]+$"):lower())

                                    current_loot.sources[source_guid] = current_loot.sources[source_guid] or {}
                                    current_loot.sources[source_guid][currency_token] = (current_loot.sources[source_guid][currency_token] or 0) + loot_quantity
                                    guids_used[source_guid] = true
                                end
                            else
                                Debug("%s: Slot quantity is nil for loot slot %d of the entity with GUID %s and Type:ID: %s.", event_name, loot_slot, loot_info[loot_index], source_key)
                            end
                        end
                    else
                        -- If this is nil, then the item's quantity could be wrong if loot_quantity is wrong, so we won't process this slot's loot.
                        Debug("%s: Slot quantity is nil for loot slot %d.", event_name, loot_slot)
                    end
                end
            end
        end

        for guid in pairs(guids_used) do
            loot_guid_registry[current_loot.label][guid] = true
        end
        update_func()
    end
end -- do-block


function WDP:MAIL_SHOW(event_name)
    WDP:StopChatLootRecording(event_name)
    local unit_type, unit_idnum = ParseGUID(_G.UnitGUID("npc"))

    if not unit_idnum or unit_type ~= private.UNIT_TYPES.OBJECT then
        return
    end
    UpdateDBEntryLocation("objects", unit_idnum)
end


do
    local POINT_MATCH_PATTERNS = {
        ("^%s$"):format(_G.ITEM_REQ_ARENA_RATING:gsub("%%d", "(%%d+)")), -- May no longer be necessary
        ("^%s$"):format(_G.ITEM_REQ_ARENA_RATING_3V3:gsub("%%d", "(%%d+)")), -- May no longer be necessary
        ("^%s$"):format(_G.ITEM_REQ_ARENA_RATING_5V5:gsub("%%d", "(%%d+)")), -- May no longer be necessary
        ("^%s$"):format(_G.ITEM_REQ_ARENA_RATING_BG:gsub("%%d", "(%%d+)")),
        ("^%s$"):format(_G.ITEM_REQ_ARENA_RATING_3V3_BG:gsub("%%d", "(%%d+)")),
    }

    local ITEM_REQ_REPUTATION_MATCH = "Requires (.-) %- (.*)"
    local ITEM_REQ_QUEST_MATCH1 = "Requires: .*"
    local ITEM_REQ_QUEST_MATCH2 = "Must have completed: .*"

    local current_merchant
    local merchant_standing

    function WDP:MERCHANT_CLOSED(event_name)
        WDP:ResumeChatLootRecording(event_name)
        current_merchant = nil
        merchant_standing = nil
    end


    function WDP:UpdateMerchantItems(event_name)
        if not current_merchant or event_name == "MERCHANT_SHOW" then
            WDP:StopChatLootRecording(event_name)
            local unit_type, unit_idnum = ParseGUID(_G.UnitGUID("npc"))

            if not unit_idnum or not UnitTypeIsNPC(unit_type) then
                return
            end
            local _, faction_standing = UnitFactionStanding("npc")
            merchant_standing = faction_standing
            current_merchant = NPCEntry(unit_idnum)
            current_merchant.sells = current_merchant.sells or {}
        end
        local current_filters = _G.GetMerchantFilter()
        _G.SetMerchantFilter(_G.LE_LOOT_FILTER_ALL)
        _G.MerchantFrame_Update()

        local num_items = _G.GetMerchantNumItems()

        for item_index = 1, num_items do
            local _, _, copper_price, stack_size, num_available, _, extended_cost = _G.GetMerchantItemInfo(item_index)
            local item_id = ItemLinkToID(_G.GetMerchantItemLink(item_index))

            DatamineTT:ClearLines()
            DatamineTT:SetMerchantItem(item_index)

            if not item_id then
                local item_name, item_link = DatamineTT:GetItem()
                item_id = ItemLinkToID(item_link)
                -- GetMerchantItemLink() still ocassionally fails as of Patch 6.0.2. It fails so badly that debug functions cause considerable slowdown.
            end

            if item_id and item_id > 0 then
                local price_string = ActualCopperCost(copper_price, merchant_standing)

                local num_lines = DatamineTT:NumLines()

                for line_index = 1, num_lines do
                    local current_line = _G["WDPDatamineTTTextLeft" .. line_index]

                    if not current_line then
                        break
                    end
                    local faction, reputation = current_line:GetText():match(ITEM_REQ_REPUTATION_MATCH)

                    if faction or reputation then
                        DBEntry("items", item_id).req_reputation = ("%s:%s"):format(faction:gsub("-", ""), reputation:upper())
                        break
                    end
                end

                for line_index = 1, num_lines do
                    local current_line = _G["WDPDatamineTTTextLeft" .. line_index]

                    if not current_line then
                        break
                    end
                    local line_text = current_line:GetText()
                    local quest_name = line_text:match(ITEM_REQ_QUEST_MATCH1) or line_text:match(ITEM_REQ_QUEST_MATCH2)

                    if quest_name then
                        DBEntry("items", item_id).req_quest = ("%s"):format(quest_name:gsub("(.+): ", ""), quest_name)
                        break
                    end
                end

                if extended_cost then
                    local battleground_rating = 0
                    local personal_rating = 0
                    local required_season_amount

                    for line_index = 1, num_lines do
                        local current_line = _G["WDPDatamineTTTextLeft" .. line_index]

                        if not current_line then
                            break
                        end
                        required_season_amount = current_line:GetText():match("Requires earning a total of (%d+)\n(.-) for the season.")

                        for match_index = 1, #POINT_MATCH_PATTERNS do
                            local match1, match2 = current_line:GetText():match(POINT_MATCH_PATTERNS[match_index])
                            personal_rating = personal_rating + (match1 or 0)
                            battleground_rating = battleground_rating + (match2 or 0)

                            if match1 or match2 then
                                break
                            end
                        end
                    end
                    local currency_list = {}
                    local item_count = _G.GetMerchantItemCostInfo(item_index)

                    -- Keeping this around in case Blizzard makes the two points diverge at some point.
                    --                    price_string = ("%s:%s:%s:%s"):format(price_string, battleground_rating, personal_rating, required_season_amount or 0)
                    price_string = ("%s:%s:%s"):format(price_string, personal_rating, required_season_amount or 0)

                    for cost_index = 1, item_count do
                        -- The third return (Blizz calls "currency_link") of GetMerchantItemCostItem only returns item links as of Patch 5.3.0.
                        local icon_texture, amount_required, item_link = _G.GetMerchantItemCostItem(item_index, cost_index)
                        local currency_identifier = item_link and ItemLinkToID(item_link) or nil

                        if (not currency_identifier or currency_identifier < 1) and icon_texture then
                            currency_identifier = icon_texture:match("[^\\]+$"):lower()
                        end

                        if currency_identifier then
                            currency_list[#currency_list + 1] = ("(%s:%s)"):format(amount_required, currency_identifier)
                        end
                    end

                    for currency_index = 1, #currency_list do
                        price_string = ("%s:%s"):format(price_string, currency_list[currency_index])
                    end
                end
                current_merchant.sells[item_id] = ("%s:%s:[%s]"):format(num_available, stack_size, price_string)
            end
        end

        if _G.CanMerchantRepair() then
            current_merchant.can_repair = true
        end
        _G.SetMerchantFilter(current_filters)
        _G.MerchantFrame_Update()
    end
end -- do-block


function WDP:PET_BAR_UPDATE(event_name)
    if not private.NON_LOOT_SPELL_LABELS[current_action.spell_label] then
        return
    end
    local unit_type, unit_idnum = ParseGUID(_G.UnitGUID("pet"))

    if not unit_idnum or not UnitTypeIsNPC(unit_type) then
        return
    end
    NPCEntry(unit_idnum).mind_control = true
    table.wipe(current_action)
end


-- This function produces data currently unused by wowdb.com, and it causes unneeded bloat in the raw lua DB.
--[[local LPJ = LibStub("LibPetJournal-2.0")
function WDP:PET_JOURNAL_LIST_UPDATE(event_name)
    if DEBUGGING then
        return
    end

    local num_pets = LPJ:NumPets()

    for index, pet_id in LPJ:IteratePetIDs() do
        local _, _, is_owned, _, level, _, _, name, icon, pet_type, npc_id, _, _, is_wild = _G.C_PetJournal.GetPetInfoByIndex(index)

        if is_owned then
            local health, max_health, attack, speed, rarity = _G.C_PetJournal.GetPetStats(pet_id)

            if rarity then
                local rarity_name = _G["BATTLE_PET_BREED_QUALITY" .. rarity]
                local npc = NPCEntry(npc_id)
                npc.wild_pet = is_wild or nil
                npc.battle_pet_data = npc.battle_pet_data or {}
                npc.battle_pet_data[rarity_name] = npc.battle_pet_data[rarity_name] or {}
                npc.battle_pet_data[rarity_name]["level_" .. level] = npc.battle_pet_data[rarity_name]["level_" .. level] or {}

                local data = npc.battle_pet_data[rarity_name]["level_" .. level]
                data.max_health = max_health
                data.attack = attack
                data.speed = speed
            end
        end
    end
end]]--


function WDP:PLAYER_REGEN_DISABLED(event_name)
    private.in_combat = true
end


function WDP:PLAYER_REGEN_ENABLED(event_name)
    private.in_combat = nil

    if private.set_area_id then
        self:HandleZoneChange(event_name)
        private.set_area_id = nil
    end
end


function WDP:PLAYER_TARGET_CHANGED(event_name)
    if not TargetedNPC() then
        return
    end
    current_action.target_type = AF.NPC
    self:UpdateTargetLocation()
end


do
    local function UpdateQuestJuncture(point)
        local unit_name = _G.UnitName("questnpc")

        if not unit_name then
            return
        end
        local unit_type, unit_id = ParseGUID(_G.UnitGUID("questnpc"))
        Debug("UpdateQuestJuncture: Updating quest juncture for %s.", ("%s:%d"):format(private.UNIT_TYPE_NAMES[unit_type], unit_id))
        if unit_type == private.UNIT_TYPES.OBJECT then
            UpdateDBEntryLocation("objects", unit_id)
        end
        local quest = DBEntry("quests", _G.GetQuestID())
        quest[point] = quest[point] or {}
        quest[point][("%s:%d"):format(private.UNIT_TYPE_NAMES[unit_type], unit_id)] = true

        return quest
    end


    function WDP:QUEST_COMPLETE(event_name)
        local quest = UpdateQuestJuncture("end")
        
        if not quest then
            return
        end

        if ALLOWED_LOCALES[CLIENT_LOCALE] then
            quest.reward_text = ReplaceKeywords(_G.GetRewardText())
        end
        -- Make sure the quest NPC isn't erroneously recorded as giving reputation for quests which award it.
        ClearKilledNPC()
    end


    function WDP:QUEST_DETAIL(event_name)
        local quest = UpdateQuestJuncture("begin")

        if not quest then
            return
        end
        quest.classes = quest.classes or {}
        quest.classes[PLAYER_CLASS] = true

        quest.races = quest.races or {}
        quest.races[(PLAYER_RACE == "Pandaren") and ("%s_%s"):format(PLAYER_RACE, PLAYER_FACTION or "Neutral") or PLAYER_RACE] = true
    end
end -- do-block


function WDP:QUEST_LOG_UPDATE(event_name)
    local selected_quest = _G.GetQuestLogSelection() -- Save current selection to be restored when we're done.
    local entry_index, processed_quests = 1, 0
    local _, num_quests = _G.GetNumQuestLogEntries()

    while processed_quests <= num_quests do
        local _, _, _, is_header, _, _, _, quest_id = _G.GetQuestLogTitle(entry_index)

        if quest_id == 0 then
            processed_quests = processed_quests + 1
        elseif not is_header then
            _G.SelectQuestLogEntry(entry_index);

            local quest = DBEntry("quests", quest_id)
            quest.timer = _G.GetQuestLogTimeLeft()
            quest.can_share = _G.GetQuestLogPushable() and true or nil
            processed_quests = processed_quests + 1
        end
        entry_index = entry_index + 1
    end
    _G.SelectQuestLogEntry(selected_quest)
    self:UnregisterEvent("QUEST_LOG_UPDATE")
end


function WDP:QUEST_PROGRESS(event_name)
    if not ALLOWED_LOCALES[CLIENT_LOCALE] then
        return
    end
    DBEntry("quests", _G.GetQuestID()).progress_text = ReplaceKeywords(_G.GetProgressText())
end


function WDP:UNIT_QUEST_LOG_CHANGED(event_name, unit_id)
    if unit_id ~= "player" then
        return
    end
    self:RegisterEvent("QUEST_LOG_UPDATE")
end


do
    local TRADESKILL_TOOLS = {
        Anvil = anvil_spell_ids,
        Forge = forge_spell_ids,
    }


    local function RegisterTools(tradeskill_name, tradeskill_index)
        local link = _G.GetTradeSkillRecipeLink(tradeskill_index)
        if link then
            local spell_id = tonumber(link:match("^|c%x%x%x%x%x%x%x%x|H%w+:(%d+)"))
            local required_tool = _G.GetTradeSkillTools(tradeskill_index)

            if required_tool then
                for tool_name, registry in pairs(TRADESKILL_TOOLS) do
                    if required_tool:find(tool_name) then
                        registry[spell_id] = true
                    end
                end
            end
        end
    end


    function WDP:TRADE_SKILL_SHOW(event_name)
        local profession_name, prof_level = _G.GetTradeSkillLine()

        if profession_name == _G.UNKNOWN then
            return
        end
        TradeSkillExecutePer(RegisterTools)
    end
end -- do-block


function WDP:TRAINER_CLOSED(event_name)
    private.trainer_shown = nil
end


function WDP:TRAINER_SHOW(event_name)
    local unit_type, unit_idnum = ParseGUID(_G.UnitGUID("npc"))
    local trainer = NPCEntry(unit_idnum)

    if not trainer then
        return
    end
    local _, trainer_standing = UnitFactionStanding("npc")
    trainer.teaches = trainer.teaches or {}

    private.trainer_shown = true

    -- Get the initial trainer filters
    local available = _G.GetTrainerServiceTypeFilter("available") and 1 or 0
    local unavailable = _G.GetTrainerServiceTypeFilter("unavailable") and 1 or 0
    local used = _G.GetTrainerServiceTypeFilter("used") and 1 or 0

    -- Clear the trainer filters
    _G.SetTrainerServiceTypeFilter("available", 1)
    _G.SetTrainerServiceTypeFilter("unavailable", 1)
    _G.SetTrainerServiceTypeFilter("used", 1)

    for index = 1, _G.GetNumTrainerServices(), 1 do
        local spell_name, rank_name, _, _, required_level = _G.GetTrainerServiceInfo(index)

        if spell_name then
            DatamineTT:ClearLines()
            DatamineTT:SetTrainerService(index)

            local _, _, spell_id = DatamineTT:GetSpell()

            if spell_id then
                local class_professions = trainer.teaches[PLAYER_CLASS]

                if not class_professions then
                    trainer.teaches[PLAYER_CLASS] = {}
                    class_professions = trainer.teaches[PLAYER_CLASS]
                end
                local profession, min_skill = _G.GetTrainerServiceSkillReq(index)
                profession = profession or "General"

                local profession_skills = class_professions[profession]

                if not profession_skills then
                    class_professions[profession] = {}
                    profession_skills = class_professions[profession]
                end
                profession_skills[spell_id] = ("%d:%d:%d"):format(required_level, min_skill, _G.GetTrainerServiceCost(index))
            end
        end
    end
    -- Reset the filters to what they were before
    _G.SetTrainerServiceTypeFilter("available", available or 0)
    _G.SetTrainerServiceTypeFilter("unavailable", unavailable or 0)
    _G.SetTrainerServiceTypeFilter("used", used or 0)
end


function WDP:UNIT_SPELLCAST_SENT(event_name, unit_id, spell_name, spell_rank, target_name, spell_line)
    if private.tracked_line or unit_id ~= "player" then
        return
    end
    local spell_label = private.SPELL_LABELS_BY_NAME[spell_name]

    if not spell_label then
        return
    end

    Debug("UNIT_SPELLCAST_SENT: %s was cast.", spell_name)
    local item_name, item_link = _G.GameTooltip:GetItem()
    local unit_name, unit_id = _G.GameTooltip:GetUnit()

    if not unit_name and _G.UnitName("target") == target_name then
        unit_name = target_name
        unit_id = "target"
    end
    local spell_flags = private.SPELL_FLAGS_BY_LABEL[spell_label]
    local zone_name, area_id, x, y, map_level, instance_token = CurrentLocationData()
    if not (zone_name and area_id and x and y and map_level) then
        Debug("%s: Missing current location data - %s, %d, %d, %d, %d.", event_name, zone_name, area_id, x, y, map_level)
        return
    end

    table.wipe(current_action)
    current_action.instance_token = instance_token
    current_action.map_level = map_level
    current_action.x = x
    current_action.y = y
    current_action.zone_data = ("%s:%d"):format(zone_name, area_id)
    current_action.spell_label = spell_label

    if not private.NON_LOOT_SPELL_LABELS[spell_label] then
        current_action.loot_label = spell_label:lower()
    end

    if unit_name and unit_name == target_name and not item_name then
        if bit.band(spell_flags, AF.NPC) == AF.NPC then
            if not unit_id or unit_name ~= target_name then
                return
            end
            current_action.target_type = AF.NPC
        end
    elseif bit.band(spell_flags, AF.ITEM) == AF.ITEM then
        current_action.target_type = AF.ITEM

        if item_name and item_name == target_name then
            current_action.identifier = ItemLinkToID(item_link)
        elseif target_name and target_name ~= "" then
            local _, item_link = _G.GetItemInfo(target_name)
            current_action.identifier = ItemLinkToID(item_link)
        end
    elseif not item_name and not unit_name then
        if bit.band(spell_flags, AF.OBJECT) == AF.OBJECT then
            if target_name == "" then
                return
            end
            current_action.object_name = target_name
            current_action.target_type = AF.OBJECT
        elseif bit.band(spell_flags, AF.ZONE) == AF.ZONE then
            current_action.target_type = AF.ZONE
        end
    end
    private.tracked_line = spell_line
end


-- Triggered by bonus roll prompts, disenchant prompts, and in a few other rare circumstances
function WDP:SPELL_CONFIRMATION_PROMPT(event_name, spell_id, confirm_type, text, duration, currency_id_cost)
    if private.RAID_BOSS_BONUS_SPELL_ID_TO_NPC_ID_MAP[spell_id] then
        ClearKilledBossID()
        ClearLootToastContainerID()
        raid_boss_id = private.RAID_BOSS_BONUS_SPELL_ID_TO_NPC_ID_MAP[spell_id]
    else
        Debug("%s: Spell ID %d is not a known raid boss 'Bonus' spell.", event_name, spell_id)
        return
    end

    -- Assign existing loot data to boss if it exists
    if loot_toast_data then
        local npc = NPCEntry(raid_boss_id)
        if npc then
            -- Create needed npc fields if required
            local loot_label = "drops"
            local encounter_data = npc:EncounterData(InstanceDifficultyToken())
            encounter_data[loot_label] = encounter_data[loot_label] or {}
            encounter_data.loot_counts = encounter_data.loot_counts or {}

            for index = 1, #loot_toast_data do
                local data = loot_toast_data[index]
                local loot_type = data[1]
                local hyperlink = data[2]
                local quantity = data[3]

                if loot_type == "item" then
                    local item_id = ItemLinkToID(hyperlink)
                    Debug("%s: Assigned stored item loot data - %s - %d:%d", event_name, hyperlink, item_id, quantity)
                    table.insert(encounter_data[loot_label], ("%d:%d"):format(item_id, quantity))
                elseif loot_type == "money" then
                    Debug("%s: Assigned stored money loot data - money:%d", event_name, quantity)
                    table.insert(encounter_data[loot_label], ("money:%d"):format(quantity))
                elseif loot_type == "currency" then
                    local currency_texture = CurrencyLinkToTexture(hyperlink)
                    Debug("%s: Assigned stored currency loot data - %s - currency:%d:%s", event_name, hyperlink, currency_texture, quantity)
                    table.insert(encounter_data[loot_label], ("currency:%d:%s"):format(quantity, currency_texture))
                end
            end

            if not boss_loot_toasting[raid_boss_id] then
                encounter_data.loot_counts[loot_label] = (encounter_data.loot_counts[loot_label] or 0) + 1
                boss_loot_toasting[raid_boss_id] = true -- Do not count further loots until timer expires or another boss is killed
            end
        else
            Debug("%s: NPC is nil, but we have stored loot data...", event_name)
        end
    end

    ClearLootToastData()
    killed_boss_id_timer_handle = C_Timer.NewTimer(5, ClearKilledBossID)
end


function WDP:UNIT_SPELLCAST_SUCCEEDED(event_name, unit_id, spell_name, spell_rank, spell_line, spell_id)
    if unit_id ~= "player" then
        return
    end
    private.tracked_line = nil
    private.previous_spell_id = spell_id

    -- For spells cast when Logging
    if private.LOGGING_SPELL_ID_TO_OBJECT_ID_MAP[spell_id] then
        last_timber_spell_id = spell_id
        UpdateDBEntryLocation("objects", ("OPENING:%s"):format(private.LOGGING_SPELL_ID_TO_OBJECT_ID_MAP[spell_id]))
        return
    end

    -- For spells cast by items that always trigger loot toasts
    if private.LOOT_TOAST_CONTAINER_SPELL_ID_TO_ITEM_ID_MAP[spell_id] then
        ClearKilledBossID()
        ClearLootToastContainerID()
        ClearLootToastData()

        loot_toast_container_id = private.LOOT_TOAST_CONTAINER_SPELL_ID_TO_ITEM_ID_MAP[spell_id]
        loot_toast_container_timer_handle = C_Timer.NewTimer(1, ClearLootToastContainerID) -- we need to assign a handle here to cancel it later
        return
    end

    -- For spells cast by items that don't usually trigger loot toasts
    if not block_chat_loot_data and (private.DELAYED_CONTAINER_SPELL_ID_TO_ITEM_ID_MAP[spell_id] or (private.CLASS_BASED_DELAYED_CONTAINER_SPELL_ID_TO_ITEM_ID_BY_CLASS_ID_MAP[spell_id] and private.CLASS_BASED_DELAYED_CONTAINER_SPELL_ID_TO_ITEM_ID_BY_CLASS_ID_MAP[spell_id][PLAYER_CLASS_ID])) then
        -- Set up timer
        ClearChatLootData()
        Debug("%s: Beginning chat-based loot timer for spellID %d", event_name, spell_id)
        chat_loot_timer_handle = C_Timer.NewTimer(1.5, ClearChatLootData)
        if (private.CLASS_BASED_DELAYED_CONTAINER_SPELL_ID_TO_ITEM_ID_BY_CLASS_ID_MAP[spell_id] and private.CLASS_BASED_DELAYED_CONTAINER_SPELL_ID_TO_ITEM_ID_BY_CLASS_ID_MAP[spell_id][PLAYER_CLASS_ID]) then
            chat_loot_data.identifier = private.CLASS_BASED_DELAYED_CONTAINER_SPELL_ID_TO_ITEM_ID_BY_CLASS_ID_MAP[spell_id][PLAYER_CLASS_ID]
        else
            chat_loot_data.identifier = private.DELAYED_CONTAINER_SPELL_ID_TO_ITEM_ID_MAP[spell_id]
        end
        return
    end

    if anvil_spell_ids[spell_id] then
        UpdateDBEntryLocation("objects", OBJECT_ID_ANVIL)
    elseif forge_spell_ids[spell_id] then
        UpdateDBEntryLocation("objects", OBJECT_ID_FORGE)
    elseif spell_name:match("^Harvest.+") then
        killed_npc_id = current_target_id
        private.harvesting = true -- Used to track which NPCs can be harvested (can we get this from CreatureCache instead?)
    end
end


function WDP:HandleSpellFailure(event_name, unit_id, spell_name, spell_rank, spell_line, spell_id)
    if unit_id ~= "player" then
        return
    end

    if private.tracked_line == spell_line then
        private.tracked_line = nil
    end
    table.wipe(current_action)
end


do
    local function SetUnitField(field, required_type)
        local unit_type, unit_idnum = ParseGUID(_G.UnitGUID("npc"))

        if not unit_idnum or (required_type and unit_type ~= required_type) then
            return
        end

        if UnitTypeIsNPC(unit_type) then
            NPCEntry(unit_idnum)[field] = true
        elseif unit_type == private.UNIT_TYPES.OBJECT then
            DBEntry("objects", unit_idnum)[field] = true
            UpdateDBEntryLocation("objects", unit_idnum)
        end
    end


    function WDP:AUCTION_HOUSE_SHOW(event_name)
        WDP:StopChatLootRecording(event_name)
        SetUnitField("auctioneer", private.UNIT_TYPES.NPC)
    end


    function WDP:BANKFRAME_OPENED(event_name)
        WDP:StopChatLootRecording(event_name)
        SetUnitField("banker", private.UNIT_TYPES.NPC)
    end


    function WDP:BATTLEFIELDS_SHOW(event_name)
        SetUnitField("battlemaster", private.UNIT_TYPES.NPC)
    end


    function WDP:FORGE_MASTER_OPENED(event_name)
        SetUnitField("arcane_reforger", private.UNIT_TYPES.NPC)
    end


    local GOSSIP_SHOW_FUNCS = {
        [private.UNIT_TYPES.NPC] = function(unit_idnum)
            local gossip_options = { _G.GetGossipOptions() }

            for index = 2, #gossip_options, 2 do
                if gossip_options[index] == "binder" then
                    SetUnitField("innkeeper", private.UNIT_TYPES.NPC)
                    return
                end
            end
        end,
        [private.UNIT_TYPES.OBJECT] = function(unit_idnum)
            UpdateDBEntryLocation("objects", unit_idnum)
        end,
    }


    function WDP:GOSSIP_SHOW(event_name)
        WDP:StopChatLootRecording(event_name)
        local unit_type, unit_idnum = ParseGUID(_G.UnitGUID("npc"))
        if not unit_idnum then
            return
        end

        if GOSSIP_SHOW_FUNCS[unit_type] then
            GOSSIP_SHOW_FUNCS[unit_type](unit_idnum)
        end
    end


    function WDP:GUILDBANKFRAME_OPENED(event_name)
        WDP:StopChatLootRecording(event_name)
        SetUnitField("guild_bank", private.UNIT_TYPES.OBJECT)
    end


    function WDP:ITEM_UPGRADE_MASTER_OPENED(event_name)
        SetUnitField("item_upgrade_master", private.UNIT_TYPES.NPC)
    end


    function WDP:TAXIMAP_OPENED(event_name)
        SetUnitField("flight_master", private.UNIT_TYPES.NPC)
    end


    function WDP:TRANSMOGRIFY_OPEN(event_name)
        SetUnitField("transmogrifier", private.UNIT_TYPES.NPC)
    end


    function WDP:VOID_STORAGE_OPEN(event_name)
        SetUnitField("void_storage", private.UNIT_TYPES.NPC)
    end
end -- do-block
