---@type GL
local _, GL = ...;

---@class Test
local Test = {
    Classes = {"druid","hunter","mage","paladin","priest","rogue","shaman","warlock","warrior","death knight",},
    Names = {"Aiyana","Callum","Virginia","Laylah","Isabell","Javon","Miley","Ian","Isai","Ahmad","Campbell","Bobby","Karter","Brooklynn","Asher","Maci","Gael","Jamal","Zion","Sarahi","Kierra","Perla","Rylie","Lorelei","John","Madeleine","Jadiel","Billy","Jazmin","Keon","Stephany","George","Malcolm","Brenden","Daphne","Dane","Derek","Marcel","Madilynn","Enrique","Cindy","Amir","Melvin","Anya","Ali","Rex","Lewis","Parker","Carl","Arnav","Kamari","Jessie","Madelynn","Heath","Haleigh","Madyson","Jorden","Amya","Elisa","Marques","Ana","Miracle","Abdiel","Dale","Sincere","Marin","Karina","Clay","Caden","Eve","Rubi","Zavier","Megan","Payton","Peyton","Emmett","Diego","Joaquin","German","Tania","Miguel","Malachi","Martin","Richard","Allison","Avah","Kamora","Deborah","Esperanza","Konnor","Isla","Tess","Keely","Margaret","Rory","Jake","Averie","Ally","Craig","Gage","Oswaldo","Kaitlynn","Ashley","Davian","Mauricio","Brandon","Aryana","Douglas","Kyan","Carsen","Mikaela","Regan","Theodore","Maximillian","Luke","Dixie","Makenna","Keagan","Mallory","America",},
    Locale = {},
    TimeLeft = {},
    TradeState = {
        _initialized = false,
        Items = {},
    },
    PackMule = {},
};

GL.Test = Test;

function Test.TradeState:_init(callback)
    if (self._initialized) then
        if (callback and type(callback) == "function") then
            return callback();
        end

        return;
    end

    self._initialized = true;
    local ItemIDs = {};

    local ItemIDSources = {
        GL.Data.Constants.ItemsThatShouldntBeAnnounced,
        GL.Data.Constants.TradableItems,
        GL.Data.Constants.UntradableItems,
    };

    for _, itemIDSource in pairs(ItemIDSources) do
        for _, itemID in pairs(itemIDSource) do
            tinsert(ItemIDs, itemID);
        end
    end

    -- Preload items
    GL:onItemLoadDo(ItemIDs, function (Details)
        self.Items = Details;

        if (callback and type(callback) == "function") then
            callback();
        end
    end);
end

--- Build a default, fully decked out trade state
---
---@return table
function Test.TradeState:defaultState()
    local Details = {
        announce = true,
        partner = GL.User.name,
        myGold = math.random(9999999),
        theirGold = math.random(9999999),
        MyItems = {},
        TheirItems = {},
        EnchantedByMe = {},
        EnchantedByThem = {},
    };

    local itemEnchantedByMe = self.Items[math.random(#self.Items)];
    Details.EnchantedByMe = {
        itemID = itemEnchantedByMe.id,
        quantity = 1,
        name = itemEnchantedByMe.name,
        itemLink = itemEnchantedByMe.link,
        enchantment = "Enchant Bracer - Minor Deflection",
        quality = 1,
        isUsable = true,
    };

    local itemEnchantedByThem = self.Items[math.random(#self.Items)];
    Details.EnchantedByThem = {
        itemID = itemEnchantedByThem.id,
        quantity = 1,
        name = itemEnchantedByThem.name,
        itemLink = itemEnchantedByThem.link,
        enchantment = "Enchant Bracer - Minor Deflection",
        quality = 1,
        isUsable = true,
    };

    for i = 1, 6 do
        local ItemEntry = self.Items[math.random(#self.Items)];

        Details.MyItems[i] = {
            quantity = math.random(20),
            name = ItemEntry.name,
            itemID = ItemEntry.id,
            quality = ItemEntry.quality,
            itemLink = ItemEntry.link,
        };
    end

    for i = 1, 6 do
        local ItemEntry = self.Items[math.random(#self.Items)];

        Details.TheirItems[i] = {
            quantity = math.random(20),
            name = ItemEntry.name,
            itemID = ItemEntry.id,
            quality = ItemEntry.quality,
            itemLink = ItemEntry.link,
        };
    end

    return Details;
end

--[[ Announce the default, decked out, trade state
/script _G.Gargul.Test.TradeState:announce()
]]
function Test.TradeState:announce()
    GL:success("Running Test.TradeState:announce() ...");

    self:_init(function ()
        local State = self:defaultState();

        -- It's not possible to trade gold against gold so one has to be disabled
        State.theirGold = 0;

        GL.TradeWindow:announceTradeDetails(State);
    end);
end

--[[ Show what happens if you give money to a player
/script _G.Gargul.Test.TradeState:iGaveGold()
]]
function Test.TradeState:iGaveGold()
    GL:success("Running Test.TradeState:iGaveGold() ...");

    self:_init(function ()
        local State = self:defaultState();

        State.MyItems = {};
        State.TheirItems = {};
        State.EnchantedByMe = {};
        State.EnchantedByThem = {};
        State.theirGold = 0;

        GL.TradeWindow:announceTradeDetails(State);
    end);
end

--[[ Show what happens if you receive money from a player
/script _G.Gargul.Test.TradeState:iReceivedGold()
]]
function Test.TradeState:iReceivedGold()
    GL:success("Running Test.TradeState:iReceivedGold() ...");

    self:_init(function ()
        local State = self:defaultState();

        State.MyItems = {};
        State.TheirItems = {};
        State.EnchantedByMe = {};
        State.EnchantedByThem = {};
        State.myGold = 0;

        GL.TradeWindow:announceTradeDetails(State);
    end);
end

--[[ Show what happens if you give an enchant for free
/script _G.Gargul.Test.TradeState:iEnchantedForFree()
]]
function Test.TradeState:iEnchantedForFree()
    GL:success("Running Test.TradeState:iEnchantedForFree() ...");

    self:_init(function ()
        local State = self:defaultState();

        State.MyItems = {};
        State.TheirItems = {};
        State.EnchantedByThem = {};
        State.myGold = 0;
        State.theirGold = 0;

        GL.TradeWindow:announceTradeDetails(State);
    end);
end

--[[ Show what happens if you receive an enchant for free
/script _G.Gargul.Test.TradeState:theyEnchantedForFree()
]]
function Test.TradeState:theyEnchantedForFree()
    GL:success("Running Test.TradeState:theyEnchantedForFree() ...");

    self:_init(function ()
        local State = self:defaultState();

        State.MyItems = {};
        State.TheirItems = {};
        State.EnchantedByMe = {};
        State.myGold = 0;
        State.theirGold = 0;

        GL.TradeWindow:announceTradeDetails(State);
    end);
end

--[[ Show what happens if you give an enchant and get a fee
/script _G.Gargul.Test.TradeState:iEnchantedForFee()
]]
function Test.TradeState:iEnchantedForFee(feeInCopper)
    GL:success("Running Test.TradeState:iEnchantedForFee() ...");

    self:_init(function ()
        local State = self:defaultState();

        State.MyItems = {};
        State.TheirItems = {};
        State.EnchantedByThem = {};
        State.myGold = 0;
        State.theirGold = feeInCopper or State.theirGold;

        GL.TradeWindow:announceTradeDetails(State);
    end);
end

--[[ Show what happens if you give an enchant and get a fee
/script _G.Gargul.Test.TradeState:theyEnchantedForFee()
]]
function Test.TradeState:theyEnchantedForFee(feeInCopper)
    GL:success("Running Test.TradeState:theyEnchantedForFee() ...");

    self:_init(function ()
        local State = self:defaultState();

        State.MyItems = {};
        State.TheirItems = {};
        State.EnchantedByMe = {};
        State.myGold = feeInCopper or State.myGold;
        State.theirGold = 0;

        GL.TradeWindow:announceTradeDetails(State);
    end);
end

--[[ Show what happens if you give an enchant and give gold
/script _G.Gargul.Test.TradeState:iEnchantedIGaveGold()
]]
function Test.TradeState:iEnchantedIGaveGold(feeInCopper)
    GL:success("Running Test.TradeState:iEnchantedIGaveGold() ...");

    self:_init(function ()
        local State = self:defaultState();

        State.MyItems = {};
        State.TheirItems = {};
        State.EnchantedByThem = {};
        State.myGold = feeInCopper or State.myGold;
        State.theirGold = 0;

        GL.TradeWindow:announceTradeDetails(State);
    end);
end

--[[ Show what happens if you get an enchant and get gold
/script _G.Gargul.Test.TradeState:theyEnchantedTheyGaveGold()
]]
function Test.TradeState:theyEnchantedTheyGaveGold(feeInCopper)
    GL:success("Running Test.TradeState:theyEnchantedTheyGaveGold() ...");

    self:_init(function ()
        local State = self:defaultState();

        State.MyItems = {};
        State.TheirItems = {};
        State.EnchantedByMe = {};
        State.theirGold = feeInCopper or State.myGold;
        State.myGold = 0;

        GL.TradeWindow:announceTradeDetails(State);
    end);
end

--[[ Show what happens if only you traded items
/script _G.Gargul.Test.TradeState:iTradedItems()
]]
function Test.TradeState:iTradedItems()
    GL:success("Running Test.TradeState:iTradedItems() ...");

    self:_init(function ()
        local State = self:defaultState();

        State.TheirItems = {};
        State.EnchantedByMe = {};
        State.EnchantedByThem = {};
        State.myGold = 0;
        State.theirGold = 0;

        GL.TradeWindow:announceTradeDetails(State);
    end);
end

--[[ Show what happens if only you received items
/script _G.Gargul.Test.TradeState:theyTradedItems()
]]
function Test.TradeState:theyTradedItems()
    GL:success("Running Test.TradeState:theyTradedItems() ...");

    self:_init(function ()
        local State = self:defaultState();

        State.MyItems = {};
        State.EnchantedByMe = {};
        State.EnchantedByThem = {};
        State.myGold = 0;
        State.theirGold = 0;

        GL.TradeWindow:announceTradeDetails(State);
    end);
end

--[[ Show what happens if you received items you paid for
/script _G.Gargul.Test.TradeState:iGaveGoldTheyTradedItems()
]]
function Test.TradeState:iGaveGoldTheyTradedItems()
    GL:success("Running Test.TradeState:iGaveGoldTheyTradedItems() ...");

    self:_init(function ()
        local State = self:defaultState();

        State.MyItems = {};
        State.EnchantedByMe = {};
        State.EnchantedByThem = {};
        State.theirGold = 0;

        GL.TradeWindow:announceTradeDetails(State);
    end);
end

--[[ Show what happens if you gave and received items
/script _G.Gargul.Test.TradeState:iTradedItemsTheyTradedItems()
]]
function Test.TradeState:iTradedItemsTheyTradedItems()
    GL:success("Running Test.TradeState:iTradedItemsTheyTradedItems() ...");

    self:_init(function ()
        local State = self:defaultState();

        State.EnchantedByMe = {};
        State.EnchantedByThem = {};
        State.myGold = 0;
        State.theirGold = 0;

        GL.TradeWindow:announceTradeDetails(State);
    end);
end

--[[ Show what happens if you get gold for items
/script _G.Gargul.Test.TradeState:theyGaveGoldITradedItems()
]]
function Test.TradeState:theyGaveGoldITradedItems()
    GL:success("Running Test.TradeState:theyGaveGoldITradedItems() ...");

    self:_init(function ()
        local State = self:defaultState();

        State.TheirItems = {};
        State.EnchantedByMe = {};
        State.EnchantedByThem = {};
        State.myGold = 0;

        GL.TradeWindow:announceTradeDetails(State);
    end);
end

--[[ Show what happens if you give items and gold
/script _G.Gargul.Test.TradeState:iGaveGoldAndItems()
]]
function Test.TradeState:iGaveGoldAndItems()
    GL:success("Running Test.TradeState:iGaveGoldAndItems() ...");

    self:_init(function ()
        local State = self:defaultState();

        State.TheirItems = {};
        State.EnchantedByMe = {};
        State.EnchantedByThem = {};
        State.theirGold = 0;

        GL.TradeWindow:announceTradeDetails(State);
    end);
end

--[[ Show what happens if you receive items and gold
/script _G.Gargul.Test.TradeState:theyGaveGoldAndItems()
]]
function Test.TradeState:theyGaveGoldAndItems()
    GL:success("Running Test.TradeState:theyGaveGoldAndItems() ...");

    self:_init(function ()
        local State = self:defaultState();

        State.MyItems = {};
        State.EnchantedByMe = {};
        State.EnchantedByThem = {};
        State.myGold = 0;

        GL.TradeWindow:announceTradeDetails(State);
    end);
end

--[[ Test all TradeState methods. Warning: this will get your chat messy!
/script _G.Gargul.Test.TradeState:all()
]]
function Test.TradeState:all()
    GL:success("Running Test.TradeState:all() ...");

    local timeout = .8;
    for name, Entry in pairs(Test.TradeState) do
        if (type(Entry) == "function"
            and name ~= "all"
            and name ~= "_init"
        ) then
            GL.Ace:ScheduleTimer(function ()
                Entry(Test.TradeState);
            end, timeout);

            timeout = timeout * 1.3;
        end
    end

    GL.Ace:ScheduleTimer(function ()
        GL:success("Done with Test.TradeState:all()!");
    end, timeout + 1);
end

--[[ Show who's eligible to get an item by it's ID (if any)
/script _G.Gargul.Test.PackMule:whoReceivesItem(18608, "group")
]]
function Test.PackMule:whoReceivesItem(itemID, lootMethod)
    GL:success("Running Test.PackMule:whoReceivesItem() ...");

    local oldGetLootMethod = GetLootMethod;
    local oldIsMasterLooter = GL:toboolean(GL.User.isMasterLooter);
    local oldIsInGroup = GL:toboolean(GL.User.isInGroup);
    local oldIsInParty = GL:toboolean(GL.User.isInParty);
    local oldIsInRaid = GL:toboolean(GL.User.isInRaid);
    GetLootMethod = function () return lootMethod; end;

    if (lootMethod == "master") then
        GL.User.isMasterLooter = true;
        GL.User.isInGroup = true;
        GL.User.isInRaid = true;
        GL.User.isInParty = false;
    elseif (lootMethod == "group") then
        GL.User.isMasterLooter = false;
        GL.User.isInGroup = true;
        GL.User.isInRaid = false;
        GL.User.isInParty = true;
    end

    GL.PackMule:getTargetForItem(itemID, function(target)
        if (not target) then
            return GL:error("No target for item ID: " .. itemID);
        end

        GetLootMethod = oldGetLootMethod;
        GL.User.isMasterLooter = oldIsMasterLooter;
        GL.User.isInGroup = oldIsInGroup;
        GL.User.isInRaid = oldIsInRaid;
        GL.User.isInParty = oldIsInParty;

        return GL:success("Item ID " .. itemID .. " will go to " .. target);
    end);

    -- Just in case the callback fails
    GL.Ace:ScheduleTimer(function()
        GetLootMethod = oldGetLootMethod;
        GL.User.isMasterLooter = oldIsMasterLooter;
        GL.User.isInGroup = oldIsInGroup;
        GL.User.isInRaid = oldIsInRaid;
        GL.User.isInParty = oldIsInParty;
    end, 1);
end

--[[ Enable a random trade time remaining for a specific item
You have to move an item around in your bags after executing this command

Steam Tonk Controller and Hearthstone
/script _G.Gargul.Test.TimeLeft:testItems(22728, 6948)
]]
function Test.TimeLeft:testItems(...)
    local ItemIDs = {...};

    for _, itemID in pairs(ItemIDs or {}) do
        GL:tableAdd(GL.TradeTime, "TestItems", itemID, true);
    end

    GL.Events:fire("BAG_UPDATE_DELAYED");
end

--[[ Stop item testing
/script _G.Gargul.Test.TimeLeft:stopItemTest()
]]
function Test.TimeLeft:stopItemTest()
    GL:tableSet(GL.TradeTime, "TestItems", nil);
end

--[[ Test PackMule's RR functionality
/script _G.Gargul.Test.PackMule:roundRobin()
]]
function Test.PackMule:roundRobin(itemID)
    itemID = itemID == nil and 6948 or itemID;

    local GroupMembers = GL.User:groupMembers();
    local iterations = GL:count(GroupMembers) * 2;

    local Rule = {
        target = "RR",
        item = itemID,
    };

    for i = 1, iterations do
        local target = GL.PackMule:roundRobinTargetForRule(Rule);
        GL:xd{ [i] = target, };
    end
end

--[[ Simulate being in an X-man group
/script _G.Gargul.Test:simulateGroup(25)
]]
local groupMembersOverridden = false;
local groupMembersFunction = nil;
function Test:simulateGroup(numberOfPlayers, includeSelf, includeCurrentGroupMembers)
    local Players = {};
    numberOfPlayers = numberOfPlayers or 25;

    includeSelf = includeSelf ~= false;
    includeCurrentGroupMembers = includeCurrentGroupMembers ~= false;

    if (includeSelf and not includeCurrentGroupMembers) then
        numberOfPlayers = numberOfPlayers - 1;
        tinsert(Players, {
            name = GL.User.name,
            realm = GL.User.realm,
            fqn = GL.User.fqn,
            rank = 2,
            subgroup = 1,
            level = GL.User.level,
            class = string.lower(GL.User.class),
            classFile = GL.User.classFile,
            zone = "Development Land",
            online = true,
            isDead = false,
            role = "",
            isML = false,
            isLeader = true,
            hasAssist = false,
            index = 1,
        });
    end

    if (includeCurrentGroupMembers) then
        Players = GL.User:groupMembers();
    end

    local Names = GL:cloneTable(self.Names);

    for _ = 1, numberOfPlayers - #Players do
        local nameIndex = math.random(1, #Names);
        local name = Names[nameIndex];
        local class = self.Classes[math.random(1, #self.Classes)];

        tinsert(Players, {
            name = name,
            realm = GL:getRealmFromName(name) or GL.User.realm,
            fqn = GL:addRealm(name, GL.User.realm),
            rank = 2,
            subgroup = 1,
            level = GL.User.level,
            class = string.lower(class),
            classFile = string.upper(class),
            zone = "Development Land",
            online = true,
            isDead = false,
            role = "",
            isML = false,
            isLeader = false,
            hasAssist = false,
            index = 1,
        });
        Names[nameIndex] = nil;
        table.remove(Names, nameIndex);
    end

    local masterLooterIndex = math.random(1, #Players);
    Players[masterLooterIndex].isML = true;
    Players[masterLooterIndex].hasAssist = true;
    Players[math.random(1, #Players)].isLeader = not includeSelf;
    Players[math.random(1, #Players)].hasAssist = true;
    Players[math.random(1, #Players)].hasAssist = true;
    Players[math.random(1, #Players)].hasAssist = true;
    Players[math.random(1, #Players)].online = false;

    if (not groupMembersOverridden) then
        groupMembersFunction = GL.User.groupMembers;
        groupMembersOverridden = true;
    end

    GL.User.groupMembers = function ()
        return Players;
    end;

    -- Make sure the group member names cache is cleared as well
    GL.User.groupMemberNamesCachedAt = -1;
end

--[[ Stop group simulation
/script _G.Gargul.Test:stopGroupSimulation()
]]
function Test:stopGroupSimulation()
    if (not groupMembersOverridden) then
        return;
    end

    GL.User.groupMembers = groupMembersFunction;
    groupMembersOverridden = false;
end

--[[ Show all identity elements at once for easy screenshotting
/script _G.Gargul.Test:identity()
]]
function Test:identity(itemLinkOrID)
    itemLinkOrID = itemLinkOrID or 1433;

    GL:onItemLoadDo(itemLinkOrID, function (Item)
        --[[ GDKP LEDGER ]]
        do
            local LedgerList = GL.Interface.GDKP.LedgerList;
            LedgerList.originalOpen = LedgerList.open;

            ---@return table
            LedgerList.open = function(_, sessionID)
                GL:debug("Importer:open");
                LedgerList.sessionID = sessionID;
                local Window = _G[LedgerList.windowName] or LedgerList:build();
                LedgerList:refresh();
                Window:Show();
                return Window;
            end

            UIParent.originalGetWidth = UIParent.GetWidth;
            UIParent.GetWidth = function ()
                return floor(UIParent:originalGetWidth() / 2);
            end
            GL.Interface.GDKP.LedgerList:open(GL.GDKP.Session:activeSessionID());
            UIParent.GetWidth = UIParent.originalGetWidth;
            local Ledger = _G[GL.Interface.GDKP.LedgerList.windowName];
            Ledger:SetFrameLevel(1);
            LedgerList.open = LedgerList.originalOpen;
        end

        --[[ ROLLOFF ]]
        GL.RollOff:announceStart(Item.link, 300);

        --[[ AUCTION ]]
        GL.GDKP.Auction:announceStart(
            Item.link,
            1000,
            500,
            300,
            60
        );

        --[[ MULTI-AUCTION ]]
        GL.GDKP.MultiAuction.Auctioneer:start({
            {
                link = Item.link,
                minimum = 1000,
                increment = 500,
            },
            {
                link = Item.link,
                minimum = 1000,
                increment = 500,
            },
            {
                link = Item.link,
                minimum = 1000,
                increment = 500,
            },
        }, 300, 60);

        -- Clean admin elements
        GL:after(4,nil, function ()
            local Identity = GL.Interface.Identity:build(GL.User:bth());

            ---@type Frame
            local HyperlinkDialog = GL.Interface.Dialogs.HyperlinkDialog:open{
                description = Identity.urlInfo,
                hyperlink = Identity.url,
            }.frame;
            GL.AceGUI:ClearFocus();

            -- Position elements for easy screenshotting
            ---@type Frame
            local MultiAuctionClient = GL.Interface.GDKP.MultiAuction.Client:getWindow();
            MultiAuctionClient:ClearAllPoints();
            MultiAuctionClient:SetPoint("TOPLEFT", UIParent, "TOPLEFT", 580, -180);

            local IdentityWindow = GL.Interface.GDKP.MultiAuction.Client.Identity;
            GameTooltip:SetOwner(IdentityWindow, "ANCHOR_TOP");
            GameTooltip:AddLine(Identity.tooltip);
            GameTooltip:Show();

            ---@type Frame
            local Bidder = _G["GARGUL_GDKP_BIDDER_WINDOW"];
            Bidder:ClearAllPoints();
            Bidder:SetPoint("BOTTOMLEFT", UIParent, "BOTTOMLEFT", 200, 150);

            ---@type Frame
            local Roller = _G["GargulUI_RollerUI_Window"];
            Roller:ClearAllPoints();
            Roller:SetPoint("BOTTOMLEFT", Bidder, "TOPLEFT", -48, 50);

            HyperlinkDialog:ClearAllPoints();
            HyperlinkDialog:SetPoint("CENTER", Roller, "CENTER");
            HyperlinkDialog:SetPoint("BOTTOM", Roller, "TOP", 0, 30);

            -- Remove admin elements
            MultiAuctionClient.AdminWindow:Hide();
            MultiAuctionClient.AuctionAdminWindow:Hide();
            GL.MasterLooterUI:closeReopenMasterLooterUIButton();
            GL.Interface.GDKP.Auctioneer:closeAuctioneerShortcut();
        end);
        --Ledger:SetWidth(floor(UIParent:GetWidth() / 2));
        --Ledger:SetPoint("TOPRIGHT", UIParent, "TOPRIGHT");
    end);
end

--[[
Sort and output all labels, useful for checking if all labels are present in a file
/script _G.Gargul.Test.Locale:labels()
]]
function Test.Locale:labels()
    local Labels = {};
    for label in pairs(Gargul_L) do
        tinsert(Labels, label);
    end

    table.sort(Labels, function (a, b)
        return a < b;
    end);

    GL:frameMessage(Labels);
end

--[[
Sort all translations in L. (except for L.CHAT entries) and output them
/script _G.Gargul.Test.Locale:sortTranslations()
]]
function Test.Locale:sortTranslations()
    local FauxTrans = {};
    for label, trans in pairs(Gargul_L) do
        (function()
            if (type(trans) ~= "string"
                or GL:empty(trans)
            ) then
                print (("Non string / empty label: %s"):format(label));
                return;
            end

            tinsert(FauxTrans, {
                label = label,
                value = trans,
            });
        end)();
    end

    table.sort(FauxTrans, function (a, b)
        return a.label < b.label;
    end);

    local TranslationNotes = {
        AWARD_UNDO_CONFIRM = "The last %s is the content of L.AWARD_UNDO_BR_REFUND",
        BY = "As in 'bid BY'",
        CLEAR = "As in clearing a window or data",
        GDKP_LEDGER_MUTATION = "%s = removed or added",
        GDKP_MULTIAUCTION_AUCTIONEER_ADD_ITEM = "%s holds the add item hotkey (default ALT_CLICK)",
        GDKP_OVERVIEW_AUCTION_ENTRY = "Player paid 5000g for [Benediction]",
        GDKP_OVERVIEW_MUTATION_ENTRY = "i.e. 5000g added to pot by winner Note: I made a booboo",
        GDKP_OVERVIEW_SESSION_DETAILS = "By name<guild> on date",
        GDKP_TUTORIAL_STEP_AUCTION = "%s holds the auction item hotkey (default ALT_CLICK)",
        LOCALE_DEDE = "German (Germany)";
        LOCALE_ENUS = "English (United States)";
        LOCALE_ESES = "Spanish (Spain)";
        LOCALE_ESMX = "Spanish (Mexico)";
        LOCALE_FRFR = "French (France)";
        LOCALE_ITIT = "Italian (Italy)";
        LOCALE_KOKR = "Korean (Korea)";
        LOCALE_PTBR = "Portuguese (Brazil)";
        LOCALE_RURU = "Russian (Russia)";
        LOCALE_ZHCN = "Chinese (Simplified, PRC)";
        LOCALE_ZHTW = "Chinese (Traditional, Taiwan)";
        RAIDGROUPS_IN_COMBAT_WARNING = "%s holds a player name",
        TMB_IMPORT_PLAYER_NO_DATA = "%s can be TMB/DFT/CPR",
        TMB_TOOLTIP_PRIO_HEADER = "%s can be TMB/DFT/CPR",
        TYPE = "As in type of roll or type of item",
    };

    local exportString = "";
    for _, Trans in pairs(FauxTrans) do
        -- Make sure to preserve coloring
        local value = Trans.value:gsub("|c00", "\\c00");

        -- Check if string contains newlines
        if (string.find(value, "\n")) then
            value = ('[[\n%s]]'):format(value);
        else
            value = ('"%s"'):format(value);
        end

        -- Add a note to the translation if applicable
        local note = TranslationNotes[Trans.label] and (" -- %s"):format(TranslationNotes[Trans.label]) or "";

        exportString = ("%s\nL.%s = %s;%s"):format(exportString, Trans.label, value, note);
    end

    GL:frameMessage(exportString);
end
