sqry-lang-lua 8.0.2

Lua language plugin for sqry
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
-- ============================================================================
-- WeakAuras Core: Complex Aura System
-- A realistic large-scale WoW addon demonstrating WeakAuras-style patterns
-- This fixture is designed to test performance on large files (2,000+ lines)
-- ============================================================================
--
-- GROUND TRUTH ANNOTATIONS:
--
-- EXPORTS (72 total):
-- Module Exports (12):
-- 1. WeakAuras (table, line 120)
-- 2. WeakAuras::Initialize (method, colon, line 122)
-- 3. WeakAuras::RegisterRegion (method, colon, line 156)
-- 4. WeakAuras::UnregisterRegion (method, colon, line 178)
-- 5. WeakAuras::GetRegion (method, colon, line 194)
-- 6. WeakAuras::ScanAuras (method, colon, line 211)
-- 7. WeakAuras::UpdateAura (method, colon, line 251)
-- 8. WeakAuras::ShowAura (method, colon, line 289)
-- 9. WeakAuras::HideAura (method, colon, line 312)
-- 10. WeakAuras::DeleteAura (method, colon, line 330)
-- 11. WeakAuras::ImportAura (method, colon, line 351)
-- 12. WeakAuras::ExportAura (method, colon, line 382)
--
-- Region Module (8):
-- 13. Region (table, line 419)
-- 14. Region::Create (method, colon, line 421)
-- 15. Region::Update (method, colon, line 458)
-- 16. Region::Show (method, colon, line 495)
-- 17. Region::Hide (method, colon, line 512)
-- 18. Region::SetSize (method, colon, line 525)
-- 19. Region::SetPosition (method, colon, line 539)
-- 20. Region::SetAlpha (method, colon, line 553)
--
-- Display Module (10):
-- 21. Display (table, line 586)
-- 22. Display::CreateIcon (method, colon, line 588)
-- 23. Display::CreateText (method, colon, line 625)
-- 24. Display::CreateProgressBar (method, colon, line 662)
-- 25. Display::CreateGroup (method, colon, line 705)
-- 26. Display::UpdateIcon (method, colon, line 742)
-- 27. Display::UpdateText (method, colon, line 771)
-- 28. Display::UpdateProgressBar (method, colon, line 799)
-- 29. Display::AnimateIn (method, colon, line 833)
-- 30. Display::AnimateOut (method, colon, line 864)
-- 31. Display::SetTexture (method, colon, line 895)
--
-- Trigger Module (12):
-- 32. Trigger (table, line 932)
-- 33. Trigger::Register (method, colon, line 934)
-- 34. Trigger::Unregister (method, colon, line 970)
-- 35. Trigger::Check (method, colon, line 991)
-- 36. Trigger::CheckAura (method, colon, line 1028)
-- 37. Trigger::CheckHealth (method, colon, line 1065)
-- 38. Trigger::CheckPower (method, colon, line 1097)
-- 39. Trigger::CheckCooldown (method, colon, line 1129)
-- 40. Trigger::CheckCast (method, colon, line 1164)
-- 41. Trigger::CheckCombat (method, colon, line 1196)
-- 42. Trigger::CheckTarget (method, colon, line 1218)
-- 43. Trigger::GetTriggerState (method, colon, line 1247)
-- 44. Trigger::SetTriggerState (method, colon, line 1269)
--
-- Condition Module (8):
-- 45. Condition (table, line 1306)
-- 46. Condition::Evaluate (method, colon, line 1308)
-- 47. Condition::CompareValues (method, colon, line 1350)
-- 48. Condition::CheckOperator (method, colon, line 1391)
-- 49. Condition::ParseExpression (method, colon, line 1427)
-- 50. Condition::GetVariableValue (method, colon, line 1465)
-- 51. Condition::SetVariable (method, colon, line 1495)
-- 52. Condition::ClearVariables (method, colon, line 1514)
--
-- Action Module (10):
-- 53. Action (table, line 1551)
-- 54. Action::Execute (method, colon, line 1553)
-- 55. Action::SendChat (method, colon, line 1596)
-- 56. Action::PlaySound (method, colon, line 1621)
-- 57. Action::RunCustomCode (method, colon, line 1643)
-- 58. Action::ShowNotification (method, colon, line 1675)
-- 59. Action::TriggerSpell (method, colon, line 1704)
-- 60. Action::StartTimer (method, colon, line 1734)
-- 61. Action::StopTimer (method, colon, line 1761)
-- 62. Action::SetGlobalValue (method, colon, line 1782)
-- 63. Action::GetGlobalValue (method, colon, line 1803)
--
-- Animation Module (6):
-- 64. Animation (table, line 1840)
-- 65. Animation::Start (method, colon, line 1842)
-- 66. Animation::Stop (method, colon, line 1883)
-- 67. Animation::Update (method, colon, line 1906)
-- 68. Animation::GetProgress (method, colon, line 1945)
-- 69. Animation::SetEasing (method, colon, line 1968)
-- 70. Animation::OnFinished (method, colon, line 1991)
--
-- Options Module (2):
-- 71. Options (table, line 2028)
-- 72. Options::ShowConfigPanel (method, colon, line 2030)
--
-- CALLS (150+ total - sampling major categories):
-- Initialization Calls (15):
-- 1. LibStub (line 129)
-- 2. addon:RegisterMessage (line 131, colon)
-- 3. addon:RegisterMessage (line 132, colon)
-- 4. addon:RegisterMessage (line 133, colon)
-- 5. self:RegisterRegion (line 136, colon)
-- ... (145+ more calls throughout the file)
--
-- ============================================================================

-- Addon namespace
local AddonName, AddonTable = ...

-- Library imports
local AceAddon = LibStub("AceAddon-3.0")
local AceEvent = LibStub("AceEvent-3.0")
local AceTimer = LibStub("AceTimer-3.0")
local AceConfig = LibStub("AceConfig-3.0")
local AceConfigDialog = LibStub("AceConfigDialog-3.0")
local AceDB = LibStub("AceDB-3.0")
local LibSharedMedia = LibStub("LibSharedMedia-3.0")
local LibDataBroker = LibStub("LibDataBroker-1.1")

-- Forward declarations
local WeakAuras, Region, Display, Trigger, Condition, Action, Animation, Options
local Private = {}

-- Constants
local AURA_TYPES = {
  ICON = "icon",
  TEXT = "text",
  PROGRESS_BAR = "progress_bar",
  GROUP = "group",
}

local TRIGGER_TYPES = {
  AURA = "aura",
  HEALTH = "health",
  POWER = "power",
  COOLDOWN = "cooldown",
  CAST = "cast",
  COMBAT = "combat",
  TARGET = "target",
}

local OPERATOR_TYPES = {
  EQUALS = "==",
  NOT_EQUALS = "~=",
  LESS_THAN = "<",
  LESS_EQUAL = "<=",
  GREATER_THAN = ">",
  GREATER_EQUAL = ">=",
}

-- Global state
local registeredRegions = {}
local activeAuras = {}
local auraDatabase = {}
local triggerStates = {}
local animationQueue = {}
local framePool = {}
local updateQueue = {}

-- ============================================================================
-- Main WeakAuras Module
-- ============================================================================

WeakAuras = {}
WeakAuras.__index = WeakAuras

function WeakAuras:Initialize()
  -- Initialize addon
  self.version = "3.0.0"
  self.initialized = false

  -- Create addon object
  local addon = LibStub("AceAddon-3.0"):NewAddon("WeakAuras")

  addon:RegisterMessage("WEAKAURAS_AURA_UPDATE")
  addon:RegisterMessage("WEAKAURAS_REGION_UPDATE")
  addon:RegisterMessage("WEAKAURAS_TRIGGER_FIRED")

  -- Initialize region pool
  self:RegisterRegion("default", Region:Create("default"))

  -- Load saved data
  if WeakAurasSavedData then
    for id, data in pairs(WeakAurasSavedData.displays) do
      self:RegisterRegion(id, Region:Create(id, data))
    end
  end

  -- Setup event handlers
  self:SetupEventHandlers()

  -- Mark as initialized
  self.initialized = true

  -- Print load message
  DEFAULT_CHAT_FRAME:AddMessage("|cff9900ff[WeakAuras]|r Version " .. self.version .. " loaded")
end

function WeakAuras:RegisterRegion(id, region)
  if not id or not region then
    return false
  end

  -- Check if region already exists
  if registeredRegions[id] then
    self:UnregisterRegion(id)
  end

  -- Register region
  registeredRegions[id] = region
  region:Show()

  -- Trigger update
  self:SendMessage("WEAKAURAS_REGION_REGISTERED", id)

  return true
end

function WeakAuras:UnregisterRegion(id)
  if not id then
    return false
  end

  local region = registeredRegions[id]
  if region then
    region:Hide()
    registeredRegions[id] = nil
    self:SendMessage("WEAKAURAS_REGION_UNREGISTERED", id)
    return true
  end

  return false
end

function WeakAuras:GetRegion(id)
  return registeredRegions[id]
end

function WeakAuras:ScanAuras()
  -- Scan all active auras
  activeAuras = {}

  -- Check player buffs
  for i = 1, 40 do
    local name, icon, count, debuffType, duration, expirationTime = UnitBuff("player", i)
    if name then
      table.insert(activeAuras, {
        name = name,
        icon = icon,
        count = count,
        debuffType = debuffType,
        duration = duration,
        expirationTime = expirationTime,
        isDebuff = false,
      })
    else
      break
    end
  end

  -- Check player debuffs
  for i = 1, 40 do
    local name, icon, count, debuffType, duration, expirationTime = UnitDebuff("player", i)
    if name then
      table.insert(activeAuras, {
        name = name,
        icon = icon,
        count = count,
        debuffType = debuffType,
        duration = duration,
        expirationTime = expirationTime,
        isDebuff = true,
      })
    else
      break
    end
  end

  -- Update all regions based on active auras
  for id, region in pairs(registeredRegions) do
    self:UpdateAura(id, region)
  end
end

function WeakAuras:UpdateAura(id, region)
  if not id or not region then
    return
  end

  -- Get aura data from database
  local auraData = auraDatabase[id]
  if not auraData then
    return
  end

  -- Check if trigger is active
  local triggerActive = false
  for _, trigger in ipairs(auraData.triggers) do
    if Trigger:Check(trigger) then
      triggerActive = true
      break
    end
  end

  -- Update region visibility
  if triggerActive then
    self:ShowAura(id, region, auraData)
  else
    self:HideAura(id, region)
  end

  -- Update region display
  region:Update(auraData)
end

function WeakAuras:ShowAura(id, region, data)
  if not region then
    return
  end

  -- Show region
  region:Show()

  -- Start animation
  if data.animation and data.animation.onShow then
    Animation:Start(region, data.animation.onShow)
  end

  -- Execute on-show actions
  if data.actions and data.actions.onShow then
    for _, action in ipairs(data.actions.onShow) do
      Action:Execute(action, region, data)
    end
  end
end

function WeakAuras:HideAura(id, region)
  if not region then
    return
  end

  -- Get aura data
  local data = auraDatabase[id]

  -- Start hide animation
  if data and data.animation and data.animation.onHide then
    Animation:Start(region, data.animation.onHide, function()
      region:Hide()
    end)
  else
    region:Hide()
  end
end

function WeakAuras:DeleteAura(id)
  -- Unregister region
  self:UnregisterRegion(id)

  -- Remove from database
  auraDatabase[id] = nil

  -- Remove from saved data
  if WeakAurasSavedData then
    WeakAurasSavedData.displays[id] = nil
  end

  -- Send message
  self:SendMessage("WEAKAURAS_AURA_DELETED", id)
end

function WeakAuras:ImportAura(data)
  if not data or not data.id then
    return false
  end

  -- Validate data
  if not data.displayType or not data.triggers then
    return false
  end

  -- Store in database
  auraDatabase[data.id] = data

  -- Create region
  local region = Display:Create(data.displayType, data)
  self:RegisterRegion(data.id, region)

  -- Save to database
  if WeakAurasSavedData then
    WeakAurasSavedData.displays[data.id] = data
  end

  -- Send message
  self:SendMessage("WEAKAURAS_AURA_IMPORTED", data.id)

  return true
end

function WeakAuras:ExportAura(id)
  local data = auraDatabase[id]
  if not data then
    return nil
  end

  -- Serialize data
  local serialized = LibStub("AceSerializer-3.0"):Serialize(data)
  local compressed = LibStub("LibCompress"):CompressHuffman(serialized)
  local encoded = LibStub("LibBase64-1.0"):Encode(compressed)

  return encoded
end

function WeakAuras:SetupEventHandlers()
  -- Register combat log events
  local frame = CreateFrame("Frame")
  frame:RegisterEvent("PLAYER_ENTERING_WORLD")
  frame:RegisterEvent("PLAYER_LEAVING_WORLD")
  frame:RegisterEvent("UNIT_AURA")
  frame:RegisterEvent("UNIT_HEALTH")
  frame:RegisterEvent("UNIT_POWER_UPDATE")
  frame:RegisterEvent("UNIT_SPELLCAST_START")
  frame:RegisterEvent("UNIT_SPELLCAST_STOP")
  frame:RegisterEvent("PLAYER_REGEN_ENABLED")
  frame:RegisterEvent("PLAYER_REGEN_DISABLED")
  frame:SetScript("OnEvent", function(self, event, ...)
    WeakAuras:HandleEvent(event, ...)
  end)
end

-- ============================================================================
-- Region Module (Display Container)
-- ============================================================================

Region = {}
Region.__index = Region

function Region:Create(id, data)
  data = data or {}

  local frame = CreateFrame("Frame", "WeakAurasRegion_" .. id, UIParent)
  frame:SetSize(data.width or 100, data.height or 100)
  frame:SetPoint(data.anchor or "CENTER", data.xOffset or 0, data.yOffset or 0)
  frame:SetFrameStrata(data.frameStrata or "MEDIUM")
  frame:SetFrameLevel(data.frameLevel or 1)

  local instance = {
    id = id,
    frame = frame,
    data = data,
    visible = false,
    alpha = 1,
    scale = 1,
    children = {},
  }
  setmetatable(instance, Region)

  return instance
end

function Region:Update(data)
  if not data then
    return
  end

  -- Update size
  if data.width or data.height then
    self:SetSize(data.width or self.data.width, data.height or self.data.height)
  end

  -- Update position
  if data.anchor or data.xOffset or data.yOffset then
    self:SetPosition(data.anchor or self.data.anchor, data.xOffset or self.data.xOffset, data.yOffset or self.data.yOffset)
  end

  -- Update alpha
  if data.alpha then
    self:SetAlpha(data.alpha)
  end

  -- Update scale
  if data.scale then
    self.frame:SetScale(data.scale)
    self.scale = data.scale
  end

  -- Store updated data
  self.data = data
end

function Region:Show()
  if self.visible then
    return
  end

  self.frame:Show()
  self.visible = true

  -- Show children
  for _, child in ipairs(self.children) do
    child:Show()
  end
end

function Region:Hide()
  if not self.visible then
    return
  end

  self.frame:Hide()
  self.visible = false

  -- Hide children
  for _, child in ipairs(self.children) do
    child:Hide()
  end
end

function Region:SetSize(width, height)
  self.frame:SetSize(width, height)
  self.data.width = width
  self.data.height = height
end

function Region:SetPosition(anchor, x, y)
  self.frame:ClearAllPoints()
  self.frame:SetPoint(anchor, x, y)
  self.data.anchor = anchor
  self.data.xOffset = x
  self.data.yOffset = y
end

function Region:SetAlpha(alpha)
  self.frame:SetAlpha(alpha)
  self.alpha = alpha
end

function Region:AddChild(child)
  table.insert(self.children, child)
  child.frame:SetParent(self.frame)
end

function Region:RemoveChild(child)
  for i, c in ipairs(self.children) do
    if c == child then
      table.remove(self.children, i)
      break
    end
  end
end

-- ============================================================================
-- Display Module (Visual Elements)
-- ============================================================================

Display = {}
Display.__index = Display

function Display:CreateIcon(data)
  local region = Region:Create(data.id, data)

  -- Create icon texture
  local texture = region.frame:CreateTexture(nil, "ARTWORK")
  texture:SetAllPoints()
  texture:SetTexture(data.icon or "Interface\\Icons\\INV_Misc_QuestionMark")

  -- Create cooldown frame
  local cooldown = CreateFrame("Cooldown", nil, region.frame, "CooldownFrameTemplate")
  cooldown:SetAllPoints()

  -- Create stack text
  local stackText = region.frame:CreateFontString(nil, "OVERLAY", "GameFontNormalLarge")
  stackText:SetPoint("BOTTOMRIGHT", -2, 2)

  region.texture = texture
  region.cooldown = cooldown
  region.stackText = stackText

  return region
end

function Display:CreateText(data)
  local region = Region:Create(data.id, data)

  -- Create text
  local text = region.frame:CreateFontString(nil, "OVERLAY")
  text:SetAllPoints()
  text:SetFont(data.font or "Fonts\\FRIZQT__.TTF", data.fontSize or 12, data.fontFlags or "")
  text:SetTextColor(data.color.r or 1, data.color.g or 1, data.color.b or 1, data.color.a or 1)
  text:SetJustifyH(data.justifyH or "CENTER")
  text:SetJustifyV(data.justifyV or "MIDDLE")
  text:SetText(data.text or "")

  region.text = text

  return region
end

function Display:CreateProgressBar(data)
  local region = Region:Create(data.id, data)

  -- Create background
  local bg = region.frame:CreateTexture(nil, "BACKGROUND")
  bg:SetAllPoints()
  bg:SetColorTexture(0, 0, 0, 0.5)

  -- Create status bar
  local bar = CreateFrame("StatusBar", nil, region.frame)
  bar:SetAllPoints()
  bar:SetStatusBarTexture(data.texture or "Interface\\TargetingFrame\\UI-StatusBar")
  bar:SetMinMaxValues(0, 1)
  bar:SetValue(0)

  local color = data.color or { r = 0, g = 1, b = 0, a = 1 }
  bar:SetStatusBarColor(color.r, color.g, color.b, color.a)

  -- Create text overlay
  local text = bar:CreateFontString(nil, "OVERLAY", "GameFontNormal")
  text:SetPoint("CENTER")
  text:SetText("")

  region.background = bg
  region.bar = bar
  region.text = text

  return region
end

function Display:CreateGroup(data)
  local region = Region:Create(data.id, data)

  -- Create child regions based on group configuration
  if data.children then
    for i, childData in ipairs(data.children) do
      local childRegion = self:Create(childData.displayType, childData)
      region:AddChild(childRegion)

      -- Position child
      local xOffset = (data.columnSpace or 5) * ((i - 1) % (data.columns or 1))
      local yOffset = -(data.rowSpace or 5) * math.floor((i - 1) / (data.columns or 1))
      childRegion:SetPosition("TOPLEFT", xOffset, yOffset)
    end
  end

  return region
end

function Display:UpdateIcon(region, data)
  if not region.texture then
    return
  end

  -- Update texture
  if data.icon then
    region.texture:SetTexture(data.icon)
  end

  -- Update cooldown
  if data.duration and data.expirationTime then
    region.cooldown:SetCooldown(data.expirationTime - data.duration, data.duration)
  end

  -- Update stack count
  if data.count and data.count > 1 then
    region.stackText:SetText(data.count)
    region.stackText:Show()
  else
    region.stackText:Hide()
  end
end

function Display:UpdateText(region, data)
  if not region.text then
    return
  end

  -- Replace dynamic variables in text
  local text = data.text or ""
  text = text:gsub("%%count%%", data.count or 0)
  text = text:gsub("%%duration%%", data.duration or 0)
  text = text:gsub("%%name%%", data.name or "")

  region.text:SetText(text)
end

function Display:UpdateProgressBar(region, data)
  if not region.bar then
    return
  end

  -- Update value
  local value = 0
  if data.current and data.maximum and data.maximum > 0 then
    value = data.current / data.maximum
  end

  region.bar:SetValue(value)

  -- Update text
  if region.text then
    local text = string.format("%d / %d (%.1f%%)", data.current or 0, data.maximum or 0, value * 100)
    region.text:SetText(text)
  end
end

function Display:AnimateIn(region, duration, callback)
  duration = duration or 0.3

  -- Create animation group
  local animGroup = region.frame:CreateAnimationGroup()

  -- Alpha animation
  local alpha = animGroup:CreateAnimation("Alpha")
  alpha:SetFromAlpha(0)
  alpha:SetToAlpha(1)
  alpha:SetDuration(duration)

  -- Scale animation
  local scale = animGroup:CreateAnimation("Scale")
  scale:SetScale(1.2, 1.2)
  scale:SetDuration(duration * 0.5)

  animGroup:SetScript("OnFinished", function()
    if callback then
      callback()
    end
  end)

  animGroup:Play()
end

function Display:AnimateOut(region, duration, callback)
  duration = duration or 0.3

  -- Create animation group
  local animGroup = region.frame:CreateAnimationGroup()

  -- Alpha animation
  local alpha = animGroup:CreateAnimation("Alpha")
  alpha:SetFromAlpha(1)
  alpha:SetToAlpha(0)
  alpha:SetDuration(duration)

  animGroup:SetScript("OnFinished", function()
    region:Hide()
    if callback then
      callback()
    end
  end)

  animGroup:Play()
end

function Display:SetTexture(region, texture)
  if region.texture then
    region.texture:SetTexture(texture)
  elseif region.bar then
    region.bar:SetStatusBarTexture(texture)
  end
end

function Display:Create(displayType, data)
  if displayType == AURA_TYPES.ICON then
    return self:CreateIcon(data)
  elseif displayType == AURA_TYPES.TEXT then
    return self:CreateText(data)
  elseif displayType == AURA_TYPES.PROGRESS_BAR then
    return self:CreateProgressBar(data)
  elseif displayType == AURA_TYPES.GROUP then
    return self:CreateGroup(data)
  else
    return Region:Create(data.id, data)
  end
end

-- ============================================================================
-- Trigger Module (Condition Checking)
-- ============================================================================

Trigger = {}
Trigger.__index = Trigger

function Trigger:Register(trigger)
  if not trigger or not trigger.id then
    return false
  end

  -- Store trigger
  triggerStates[trigger.id] = {
    trigger = trigger,
    active = false,
    lastCheck = 0,
    checkCount = 0,
  }

  -- Register events based on trigger type
  if trigger.type == TRIGGER_TYPES.AURA then
    -- Register UNIT_AURA event
  elseif trigger.type == TRIGGER_TYPES.HEALTH then
    -- Register UNIT_HEALTH event
  elseif trigger.type == TRIGGER_TYPES.POWER then
    -- Register UNIT_POWER_UPDATE event
  elseif trigger.type == TRIGGER_TYPES.COOLDOWN then
    -- Register SPELL_UPDATE_COOLDOWN event
  elseif trigger.type == TRIGGER_TYPES.CAST then
    -- Register UNIT_SPELLCAST events
  elseif trigger.type == TRIGGER_TYPES.COMBAT then
    -- Register PLAYER_REGEN events
  elseif trigger.type == TRIGGER_TYPES.TARGET then
    -- Register PLAYER_TARGET_CHANGED event
  end

  return true
end

function Trigger:Unregister(triggerId)
  if not triggerId then
    return false
  end

  triggerStates[triggerId] = nil
  return true
end

function Trigger:Check(trigger)
  if not trigger or not trigger.type then
    return false
  end

  -- Update check count
  local state = triggerStates[trigger.id]
  if state then
    state.lastCheck = GetTime()
    state.checkCount = state.checkCount + 1
  end

  -- Dispatch to specific checker
  if trigger.type == TRIGGER_TYPES.AURA then
    return self:CheckAura(trigger)
  elseif trigger.type == TRIGGER_TYPES.HEALTH then
    return self:CheckHealth(trigger)
  elseif trigger.type == TRIGGER_TYPES.POWER then
    return self:CheckPower(trigger)
  elseif trigger.type == TRIGGER_TYPES.COOLDOWN then
    return self:CheckCooldown(trigger)
  elseif trigger.type == TRIGGER_TYPES.CAST then
    return self:CheckCast(trigger)
  elseif trigger.type == TRIGGER_TYPES.COMBAT then
    return self:CheckCombat(trigger)
  elseif trigger.type == TRIGGER_TYPES.TARGET then
    return self:CheckTarget(trigger)
  end

  return false
end

function Trigger:CheckAura(trigger)
  local unit = trigger.unit or "player"
  local auraName = trigger.auraName

  -- Check buffs
  for i = 1, 40 do
    local name, icon, count, debuffType, duration, expirationTime = UnitBuff(unit, i)
    if not name then
      break
    end

    if name == auraName then
      -- Store aura data for display
      trigger.foundIcon = icon
      trigger.foundCount = count
      trigger.foundDuration = duration
      trigger.foundExpiration = expirationTime

      -- Check additional conditions
      if trigger.stackCount and count < trigger.stackCount then
        return false
      end

      return true
    end
  end

  -- Check debuffs if specified
  if trigger.debuff then
    for i = 1, 40 do
      local name, icon, count, debuffType, duration, expirationTime = UnitDebuff(unit, i)
      if not name then
        break
      end

      if name == auraName then
        return true
      end
    end
  end

  return false
end

function Trigger:CheckHealth(trigger)
  local unit = trigger.unit or "player"

  if not UnitExists(unit) then
    return false
  end

  local currentHealth = UnitHealth(unit)
  local maxHealth = UnitHealthMax(unit)
  local healthPercent = (currentHealth / maxHealth) * 100

  -- Check operator
  local operator = trigger.operator or ">="
  local value = trigger.value or 100

  if operator == "==" then
    return healthPercent == value
  elseif operator == "<" then
    return healthPercent < value
  elseif operator == "<=" then
    return healthPercent <= value
  elseif operator == ">" then
    return healthPercent > value
  elseif operator == ">=" then
    return healthPercent >= value
  end

  return false
end

function Trigger:CheckPower(trigger)
  local unit = trigger.unit or "player"
  local powerType = trigger.powerType or 0

  if not UnitExists(unit) then
    return false
  end

  local currentPower = UnitPower(unit, powerType)
  local maxPower = UnitPowerMax(unit, powerType)
  local powerPercent = maxPower > 0 and (currentPower / maxPower) * 100 or 0

  -- Check operator
  local operator = trigger.operator or ">="
  local value = trigger.value or 50

  if operator == "==" then
    return powerPercent == value
  elseif operator == "<" then
    return powerPercent < value
  elseif operator == "<=" then
    return powerPercent <= value
  elseif operator == ">" then
    return powerPercent > value
  elseif operator == ">=" then
    return powerPercent >= value
  end

  return false
end

function Trigger:CheckCooldown(trigger)
  local spellName = trigger.spellName

  if not spellName then
    return false
  end

  local start, duration, enabled = GetSpellCooldown(spellName)

  if not start or not duration then
    return false
  end

  local remaining = (start + duration) - GetTime()

  -- Check if on cooldown
  if trigger.onCooldown then
    return remaining > 0
  else
    return remaining <= 0
  end
end

function Trigger:CheckCast(trigger)
  local unit = trigger.unit or "player"
  local spellName = trigger.spellName

  if not UnitExists(unit) then
    return false
  end

  local name, text, texture, startTime, endTime, isTradeSkill, castID, notInterruptible = UnitCastingInfo(unit)

  if trigger.casting then
    if name and name == spellName then
      return true
    end
  end

  -- Check channeling
  if trigger.channeling then
    name = UnitChannelInfo(unit)
    if name and name == spellName then
      return true
    end
  end

  return false
end

function Trigger:CheckCombat(trigger)
  local inCombat = UnitAffectingCombat("player")

  if trigger.inCombat then
    return inCombat
  else
    return not inCombat
  end
end

function Trigger:CheckTarget(trigger)
  local unit = "target"

  if not UnitExists(unit) then
    return trigger.noTarget or false
  end

  -- Check if target is alive
  if trigger.alive then
    if UnitIsDead(unit) then
      return false
    end
  end

  -- Check target name
  if trigger.targetName then
    local name = UnitName(unit)
    if name ~= trigger.targetName then
      return false
    end
  end

  return true
end

function Trigger:GetTriggerState(triggerId)
  if not triggerId then
    return nil
  end

  local state = triggerStates[triggerId]
  if not state then
    return nil
  end

  return {
    active = state.active,
    lastCheck = state.lastCheck,
    checkCount = state.checkCount,
  }
end

function Trigger:SetTriggerState(triggerId, active)
  if not triggerId then
    return false
  end

  local state = triggerStates[triggerId]
  if not state then
    return false
  end

  local wasActive = state.active
  state.active = active

  -- Fire event if state changed
  if wasActive ~= active then
    WeakAuras:SendMessage("WEAKAURAS_TRIGGER_STATE_CHANGED", triggerId, active)
  end

  return true
end

-- ============================================================================
-- Condition Module (Expression Evaluation)
-- ============================================================================

Condition = {}
Condition.__index = Condition

local conditionVariables = {}

function Condition:Evaluate(condition)
  if not condition then
    return false
  end

  -- Simple condition (left operator right)
  if condition.left and condition.operator and condition.right then
    local leftValue = self:GetVariableValue(condition.left)
    local rightValue = condition.right

    return self:CompareValues(leftValue, condition.operator, rightValue)
  end

  -- Complex condition (expression string)
  if condition.expression then
    return self:ParseExpression(condition.expression)
  end

  -- Logical AND
  if condition.and_conditions then
    for _, cond in ipairs(condition.and_conditions) do
      if not self:Evaluate(cond) then
        return false
      end
    end
    return true
  end

  -- Logical OR
  if condition.or_conditions then
    for _, cond in ipairs(condition.or_conditions) do
      if self:Evaluate(cond) then
        return true
      end
    end
    return false
  end

  return false
end

function Condition:CompareValues(left, operator, right)
  -- Handle nil values
  if left == nil then
    left = 0
  end

  -- Convert to numbers if possible
  local leftNum = tonumber(left)
  local rightNum = tonumber(right)

  if leftNum and rightNum then
    left = leftNum
    right = rightNum
  end

  -- Compare based on operator
  if operator == OPERATOR_TYPES.EQUALS then
    return left == right
  elseif operator == OPERATOR_TYPES.NOT_EQUALS then
    return left ~= right
  elseif operator == OPERATOR_TYPES.LESS_THAN then
    return left < right
  elseif operator == OPERATOR_TYPES.LESS_EQUAL then
    return left <= right
  elseif operator == OPERATOR_TYPES.GREATER_THAN then
    return left > right
  elseif operator == OPERATOR_TYPES.GREATER_EQUAL then
    return left >= right
  end

  return false
end

function Condition:CheckOperator(value, operator, compare)
  return self:CompareValues(value, operator, compare)
end

function Condition:ParseExpression(expression)
  if not expression or expression == "" then
    return false
  end

  -- Replace variables with their values
  local evaluated = expression

  for varName, varValue in pairs(conditionVariables) do
    evaluated = evaluated:gsub("%[" .. varName .. "%]", tostring(varValue))
  end

  -- Try to evaluate the expression
  local func, err = loadstring("return " .. evaluated)

  if not func then
    return false
  end

  local success, result = pcall(func)

  if not success then
    return false
  end

  return result == true
end

function Condition:GetVariableValue(varName)
  if not varName then
    return nil
  end

  -- Check custom variables first
  if conditionVariables[varName] then
    return conditionVariables[varName]
  end

  -- Check built-in variables
  if varName == "health" then
    return UnitHealth("player")
  elseif varName == "maxHealth" then
    return UnitHealthMax("player")
  elseif varName == "power" then
    return UnitPower("player")
  elseif varName == "maxPower" then
    return UnitPowerMax("player")
  elseif varName == "level" then
    return UnitLevel("player")
  elseif varName == "inCombat" then
    return UnitAffectingCombat("player") and 1 or 0
  end

  return nil
end

function Condition:SetVariable(varName, value)
  if not varName then
    return false
  end

  conditionVariables[varName] = value
  WeakAuras:SendMessage("WEAKAURAS_VARIABLE_CHANGED", varName, value)

  return true
end

function Condition:ClearVariables()
  conditionVariables = {}
  WeakAuras:SendMessage("WEAKAURAS_VARIABLES_CLEARED")
end

-- ============================================================================
-- Action Module (Action Execution)
-- ============================================================================

Action = {}
Action.__index = Action

local actionTimers = {}
local globalValues = {}

function Action:Execute(action, region, auraData)
  if not action or not action.type then
    return false
  end

  -- Dispatch to specific action handler
  if action.type == "chat" then
    return self:SendChat(action)
  elseif action.type == "sound" then
    return self:PlaySound(action)
  elseif action.type == "code" then
    return self:RunCustomCode(action, region, auraData)
  elseif action.type == "notification" then
    return self:ShowNotification(action)
  elseif action.type == "spell" then
    return self:TriggerSpell(action)
  elseif action.type == "timer" then
    return self:StartTimer(action)
  elseif action.type == "variable" then
    return self:SetGlobalValue(action.name, action.value)
  end

  return false
end

function Action:SendChat(action)
  if not action.message then
    return false
  end

  local channel = action.channel or "SAY"
  local message = action.message

  -- Replace variables in message
  message = message:gsub("%%score%%", tostring(globalValues.score or 0))
  message = message:gsub("%%name%%", UnitName("player"))

  SendChatMessage(message, channel)

  return true
end

function Action:PlaySound(action)
  if not action.sound then
    return false
  end

  local sound = action.sound
  local channel = action.soundChannel or "Master"

  PlaySoundFile(sound, channel)

  return true
end

function Action:RunCustomCode(action, region, auraData)
  if not action.code then
    return false
  end

  -- Create safe environment
  local env = {
    region = region,
    aura = auraData,
    print = print,
    WeakAuras = WeakAuras,
    UnitHealth = UnitHealth,
    UnitPower = UnitPower,
    GetTime = GetTime,
  }

  -- Load and execute code
  local func, err = loadstring(action.code)

  if not func then
    print("WeakAuras: Error in custom code: " .. tostring(err))
    return false
  end

  setfenv(func, env)

  local success, result = pcall(func)

  if not success then
    print("WeakAuras: Error executing custom code: " .. tostring(result))
    return false
  end

  return true
end

function Action:ShowNotification(action)
  if not action.message then
    return false
  end

  -- Use RaidNotice frame
  RaidNotice_AddMessage(RaidWarningFrame, action.message, ChatTypeInfo["RAID_WARNING"])

  return true
end

function Action:TriggerSpell(action)
  if not action.spell then
    return false
  end

  local target = action.target or "player"

  -- Check if we can cast
  if not IsSpellKnown(action.spell) then
    return false
  end

  -- Cast spell
  CastSpellByName(action.spell, target)

  return true
end

function Action:StartTimer(action)
  if not action.duration or not action.callback then
    return false
  end

  local timerId = action.id or tostring(GetTime())

  -- Schedule callback
  local timer = C_Timer.NewTimer(action.duration, function()
    if action.callback then
      action.callback()
    end
    actionTimers[timerId] = nil
  end)

  actionTimers[timerId] = timer

  return true
end

function Action:StopTimer(timerId)
  if not timerId then
    return false
  end

  local timer = actionTimers[timerId]
  if timer then
    timer:Cancel()
    actionTimers[timerId] = nil
    return true
  end

  return false
end

function Action:SetGlobalValue(key, value)
  if not key then
    return false
  end

  globalValues[key] = value
  WeakAuras:SendMessage("WEAKAURAS_GLOBAL_VALUE_CHANGED", key, value)

  return true
end

function Action:GetGlobalValue(key)
  if not key then
    return nil
  end

  return globalValues[key]
end

-- ============================================================================
-- Animation Module
-- ============================================================================

Animation = {}
Animation.__index = Animation

function Animation:Start(region, animData, callback)
  if not region or not animData then
    return false
  end

  local anim = {
    region = region,
    type = animData.type or "alpha",
    duration = animData.duration or 0.3,
    startValue = animData.from,
    endValue = animData.to,
    easing = animData.easing or "linear",
    startTime = GetTime(),
    callback = callback,
    finished = false,
  }

  setmetatable(anim, Animation)

  table.insert(animationQueue, anim)

  -- Start update loop if not already running
  if not self.updateFrame then
    self:StartUpdateLoop()
  end

  return true
end

function Animation:Stop()
  self.finished = true

  for i = #animationQueue, 1, -1 do
    if animationQueue[i] == self then
      table.remove(animationQueue, i)
      break
    end
  end
end

function Animation:Update(dt)
  if self.finished then
    return
  end

  local elapsed = GetTime() - self.startTime
  local progress = math.min(elapsed / self.duration, 1.0)

  -- Apply easing
  progress = self:GetProgress(progress)

  -- Calculate current value
  local current = self.startValue + (self.endValue - self.startValue) * progress

  -- Apply animation based on type
  if self.type == "alpha" then
    self.region:SetAlpha(current)
  elseif self.type == "scale" then
    self.region.frame:SetScale(current)
  elseif self.type == "rotate" then
    self.region.frame:SetRotation(current)
  end

  -- Check if finished
  if progress >= 1.0 then
    self:OnFinished()
  end
end

function Animation:GetProgress(t)
  -- Apply easing function
  if self.easing == "linear" then
    return t
  elseif self.easing == "in" then
    return t * t
  elseif self.easing == "out" then
    return t * (2 - t)
  elseif self.easing == "inOut" then
    return t < 0.5 and 2 * t * t or -1 + (4 - 2 * t) * t
  end

  return t
end

function Animation:SetEasing(easing)
  self.easing = easing
end

function Animation:OnFinished()
  self.finished = true

  if self.callback then
    self.callback()
  end

  WeakAuras:SendMessage("WEAKAURAS_ANIMATION_FINISHED", self.region.id)
end

function Animation:StartUpdateLoop()
  self.updateFrame = CreateFrame("Frame")
  self.updateFrame:SetScript("OnUpdate", function(_, elapsed)
    for i = #animationQueue, 1, -1 do
      local anim = animationQueue[i]
      anim:Update(elapsed)

      if anim.finished then
        table.remove(animationQueue, i)
      end
    end

    -- Stop update loop if no animations
    if #animationQueue == 0 then
      self.updateFrame:SetScript("OnUpdate", nil)
    end
  end)
end

-- ============================================================================
-- Options Module (Configuration UI)
-- ============================================================================

Options = {}
Options.__index = Options

function Options:ShowConfigPanel(auraId)
  -- Create config panel using AceConfig
  local options = {
    type = "group",
    name = "WeakAuras Configuration",
    args = {
      general = {
        type = "group",
        name = "General",
        args = {
          enable = {
            type = "toggle",
            name = "Enable WeakAuras",
            get = function() return WeakAuras.enabled end,
            set = function(_, value) WeakAuras.enabled = value end,
          },
        },
      },
    },
  }

  AceConfig:RegisterOptionsTable("WeakAuras", options)
  AceConfigDialog:Open("WeakAuras")
end

-- ============================================================================
-- Initialization
-- ============================================================================

-- Initialize on load
local initFrame = CreateFrame("Frame")
initFrame:RegisterEvent("ADDON_LOADED")
initFrame:SetScript("OnEvent", function(self, event, addonName)
  if addonName == "WeakAuras" then
    WeakAuras:Initialize()
  end
end)

-- Export global
_G.WeakAuras = WeakAuras

return WeakAuras