--[[
    Horizon Suite — Utilities
    Shared helpers for design tokens, borders, text, logging, and quest/map helpers.
]]

local addon = _G._HorizonSuite_Loading or _G.HorizonSuiteBeta or _G.HorizonSuite
if not addon then
    addon = {}
    -- Fallback: shouldn't happen since HorizonSuite.lua loads first
    _G.HorizonSuite = addon
end

-- ============================================================================
-- DESIGN TOKENS
-- ============================================================================

addon.Design = addon.Design or {}
local Design = addon.Design

Design.BORDER_COLOR   = Design.BORDER_COLOR   or { 0.35, 0.38, 0.45, 0.45 }
Design.BACKDROP_COLOR = Design.BACKDROP_COLOR or { 0.08, 0.08, 0.12, 0.90 }
Design.SHADOW_COLOR   = Design.SHADOW_COLOR   or { 0, 0, 0 }
Design.QUEST_ITEM_BG     = Design.QUEST_ITEM_BG     or { 0.12, 0.12, 0.15, 0.9 }
Design.QUEST_ITEM_BORDER = Design.QUEST_ITEM_BORDER or { 0.30, 0.32, 0.38, 0.6 }

-- ============================================================================
-- QUEST ITEM BUTTON STYLING
-- ============================================================================

--- Apply unified slot-style visuals to a quest item button (per-entry or floating).
--- Adds dark backdrop, thin border; caller should add hover alpha in OnEnter/OnLeave.
--- @param btn Frame Button frame (SecureActionButtonTemplate) to style.
function addon.StyleQuestItemButton(btn)
    if not btn then return end
    local bg = Design.QUEST_ITEM_BG
    local bgTex = btn:CreateTexture(nil, "BACKGROUND")
    bgTex:SetAllPoints()
    bgTex:SetColorTexture(bg[1], bg[2], bg[3], bg[4] or 1)
    addon.CreateBorder(btn, Design.QUEST_ITEM_BORDER, 1)
end

--- Blizzard-inspired clean frame for the floating quest item button.
--- Dark background, crisp 1px border drawn on OVERLAY so it sits on top of the icon.
--- Highlight on hover via a subtle white overlay. Idempotent.
--- @param btn Frame Button frame (SecureActionButtonTemplate) to style.
function addon.ApplyBlizzardFloatingQuestItemStyle(btn)
    if not btn or btn._blizzardStyleApplied then return end
    btn._blizzardStyleApplied = true

    local BORDER_T = 1
    local BORDER_C = { 0.40, 0.42, 0.48, 0.80 }
    local BG_C     = { 0.06, 0.06, 0.08, 0.95 }

    local bg = btn:CreateTexture(nil, "BACKGROUND")
    bg:SetAllPoints()
    bg:SetColorTexture(BG_C[1], BG_C[2], BG_C[3], BG_C[4])

    local function mkBorder(point1, point2, isHoriz)
        local t = btn:CreateTexture(nil, "OVERLAY")
        t:SetColorTexture(BORDER_C[1], BORDER_C[2], BORDER_C[3], BORDER_C[4])
        if isHoriz then
            t:SetHeight(BORDER_T)
            t:SetPoint("LEFT", btn, "LEFT", 0, 0)
            t:SetPoint("RIGHT", btn, "RIGHT", 0, 0)
            t:SetPoint(point1, btn, point2, 0, 0)
        else
            t:SetWidth(BORDER_T)
            t:SetPoint("TOP", btn, "TOP", 0, 0)
            t:SetPoint("BOTTOM", btn, "BOTTOM", 0, 0)
            t:SetPoint(point1, btn, point2, 0, 0)
        end
    end
    mkBorder("TOPLEFT", "TOPLEFT", true)
    mkBorder("BOTTOMLEFT", "BOTTOMLEFT", true)
    mkBorder("TOPLEFT", "TOPLEFT", false)
    mkBorder("TOPRIGHT", "TOPRIGHT", false)

    local highlight = btn:CreateTexture(nil, "HIGHLIGHT")
    highlight:SetAllPoints()
    highlight:SetColorTexture(1, 1, 1, 0.15)
    btn:SetHighlightTexture(highlight)
end

-- ============================================================================
-- WOWHEAD URL
-- ============================================================================

--- Return WoWhead URL for a Focus tracker entry, or nil if not supported.
--- Supports quest, achievement, and NPC/creature IDs.
--- @param entry table Focus entry with questID, achievementID, and/or creatureID
--- @return string|nil Full WoWhead URL or nil
function addon.GetWoWheadURL(entry)
    if not entry or type(entry) ~= "table" then return nil end
    local id = entry.questID
    if id and type(id) == "number" and id > 0 then
        return ("https://www.wowhead.com/quest=%d"):format(id)
    end
    id = entry.achievementID
    if id and type(id) == "number" and id > 0 then
        return ("https://www.wowhead.com/achievement=%d"):format(id)
    end
    id = entry.creatureID
    if id and type(id) == "number" and id > 0 then
        return ("https://www.wowhead.com/npc=%d"):format(id)
    end
    return nil
end

-- ============================================================================
-- QUEST HELPERS
-- ============================================================================

--- True if the player has accepted this quest (in the quest log).
--- C_QuestLog.IsOnQuest is the authoritative check for campaign/available entries
--- that may appear in the log before being accepted.
--- @param questID number
--- @return boolean
function addon.IsQuestAccepted(questID)
    if not questID or questID <= 0 then return false end
    if C_QuestLog and C_QuestLog.IsOnQuest then
        return C_QuestLog.IsOnQuest(questID)
    end
    if C_QuestLog and C_QuestLog.GetLogIndexForQuestID then
        return C_QuestLog.GetLogIndexForQuestID(questID) ~= nil
    end
    return false
end

-- ============================================================================
-- TIME FORMATTING
-- ============================================================================

--- Format remaining time in seconds as "Xd Xh Xm Xs" (days, hours, minutes, seconds).
--- Shows only the most significant non-zero units to keep the string compact.
--- @param seconds number Remaining time in seconds (>= 0)
--- @return string|nil Formatted string, or nil if invalid
function addon.FormatTimeRemaining(seconds)
    if not seconds or type(seconds) ~= "number" or seconds < 0 then return nil end
    local s = math.floor(seconds % 60)
    local m = math.floor(seconds / 60) % 60
    local h = math.floor(seconds / 3600) % 24
    local d = math.floor(seconds / 86400)
    if d > 0 then
        return ("%dd %dh %dm"):format(d, h, m)
    elseif h > 0 then
        return ("%dh %dm %ds"):format(h, m, s)
    elseif m > 0 then
        return ("%dm %ds"):format(m, s)
    else
        return ("%ds"):format(s)
    end
end

--- Convert minutes (e.g. from C_TaskQuest.GetQuestTimeLeftMinutes) to seconds and format.
--- @param minutes number Time left in minutes
--- @return string|nil Formatted string, or nil if invalid
function addon.FormatTimeRemainingFromMinutes(minutes)
    if not minutes or type(minutes) ~= "number" or minutes < 0 then return nil end
    return addon.FormatTimeRemaining(minutes * 60)
end

local function normalizeTimerColor(c)
    return (c and c[1]) or 1, (c and c[2]) or 0.35, (c and c[3]) or 0.35
end

--- Timer color based on percentage of time remaining. For scenarios (short timers).
--- Green when >50% left, yellow when 25-50%, red when <25%.
--- @param remaining number Seconds remaining
--- @param duration number Total duration in seconds
--- @return number r, number g, number b
function addon.GetTimerColorByRemainingPct(remaining, duration)
    if not remaining or type(remaining) ~= "number" or remaining < 0 or not duration or duration <= 0 then
        local c = addon.TIMER_URGENCY_COLORS and addon.TIMER_URGENCY_COLORS.critical or { 1, 0.35, 0.35 }
        return normalizeTimerColor(c)
    end
    local pct = remaining / duration
    local t = addon.TIMER_URGENCY_COLORS or {}
    local c
    if pct < 0.25 then
        c = t.critical or { 1.00, 0.35, 0.35 }
    elseif pct < 0.5 then
        c = t.low or { 1.00, 0.85, 0.25 }
    else
        c = t.plenty or { 0.35, 0.90, 0.45 }
    end
    return normalizeTimerColor(c)
end

--- Get timer text color. Central entry point for all timer displays.
--- When useTimerColor is false, returns category color. Otherwise returns urgency color.
--- @param remaining number Seconds remaining
--- @param duration number|nil Total duration in seconds (for percentage mode; nil for absolute)
--- @param category string Quest category (SCENARIO, WORLD, etc.)
--- @param useTimerColor boolean Whether timerColorByRemaining option is on
--- @return number r, number g, number b
function addon.GetTimerTextColor(remaining, duration, category, useTimerColor)
    if not useTimerColor then
        local sc = (addon.GetQuestColor and addon.GetQuestColor(category)) or (addon.QUEST_COLORS and addon.QUEST_COLORS[category]) or { 0.38, 0.52, 0.88 }
        return (sc[1] or 1), (sc[2] or 0.35), (sc[3] or 0.35)
    end
    local isScenarioType = (category == "SCENARIO" or category == "DELVES" or category == "DUNGEON")
    local TIMER_PCT_THRESHOLD = 1800
    local usePct = isScenarioType and duration and duration > 0 and duration < TIMER_PCT_THRESHOLD
    local r, g, b
    if usePct then
        r, g, b = addon.GetTimerColorByRemainingPct(remaining, duration)
    else
        r, g, b = addon.GetTimerColorByRemaining(remaining, duration)
    end
    return (r or 1), (g or 0.35), (b or 0.35)
end

--- Timer color based on absolute time remaining. Used when timerColorByRemaining is on (world quests, etc.).
--- Green when >=12h left, yellow when <12h, red when <3h.
--- @param remaining number Seconds remaining
--- @param duration number Total duration in seconds (unused; kept for API compatibility)
--- @return number r, number g, number b
function addon.GetTimerColorByRemaining(remaining, duration)
    if not remaining or type(remaining) ~= "number" or remaining < 0 then
        local c = addon.TIMER_URGENCY_COLORS and addon.TIMER_URGENCY_COLORS.critical or { 1, 0.35, 0.35 }
        return normalizeTimerColor(c)
    end
    local redSec = addon.TIMER_URGENCY_RED_SECONDS or (3 * 3600)
    local yellowSec = addon.TIMER_URGENCY_YELLOW_SECONDS or (12 * 3600)
    local t = addon.TIMER_URGENCY_COLORS or {}
    local c
    if remaining < redSec then
        c = t.critical or { 1.00, 0.35, 0.35 }
    elseif remaining < yellowSec then
        c = t.low or { 1.00, 0.85, 0.25 }
    else
        c = t.plenty or { 0.35, 0.90, 0.45 }
    end
    return normalizeTimerColor(c)
end

-- ============================================================================
-- NUMBER FORMATTING (UI)
-- ============================================================================

local floor = math.floor

--- Format a whole number for display with locale-style thousands grouping.
--- Prefers Blizzard BreakUpLargeNumbers when available; otherwise inserts comma separators.
--- @param n number|nil
--- @return string
function addon.FormatNumberWithGrouping(n)
    if type(n) ~= "number" then return tostring(n) end
    local neg = false
    local v = floor(n)
    if v < 0 then
        neg = true
        v = -v
    end
    local s
    if BreakUpLargeNumbers then
        s = BreakUpLargeNumbers(v)
    else
        s = tostring(v)
        local i = #s % 3
        if i == 0 then i = 3 end
        s = s:sub(1, i) .. s:sub(i + 1):gsub("(%d%d%d)", ",%1")
    end
    return neg and ("-" .. s) or s
end

--- Replace digit runs of length 4+ with thousands-grouped form (objective/title lines from Blizzard).
--- Skips shorter numbers to avoid touching "2024", small counts, or 3-digit IDs in plain text.
--- @param str string|nil
--- @return string
function addon.FormatLargeNumbersInString(str)
    if not str or str == "" or type(str) ~= "string" then return str end
    return (str:gsub("%d+", function(numStr)
        local n = tonumber(numStr)
        if n and #numStr >= 4 then
            return addon.FormatNumberWithGrouping(n)
        end
        return numStr
    end))
end

-- ============================================================================
-- BORDERS & TEXT
-- ============================================================================

--- Create a simple 1px border around a frame.
-- @param frame Frame to receive border textures.
-- @param color Optional {r,g,b,a}; falls back to Design.BORDER_COLOR.
-- @param thickness Optional border thickness in pixels (default 1).
function addon.CreateBorder(frame, color, thickness)
    if not frame then return nil end
    local c = color or Design.BORDER_COLOR
    local t = thickness or 1

    local top = frame:CreateTexture(nil, "BORDER")
    top:SetColorTexture(c[1], c[2], c[3], c[4] or 1)
    top:SetHeight(t)
    top:SetPoint("TOPLEFT", frame, "TOPLEFT", 0, 0)
    top:SetPoint("TOPRIGHT", frame, "TOPRIGHT", 0, 0)

    local bottom = frame:CreateTexture(nil, "BORDER")
    bottom:SetColorTexture(c[1], c[2], c[3], c[4] or 1)
    bottom:SetHeight(t)
    bottom:SetPoint("BOTTOMLEFT", frame, "BOTTOMLEFT", 0, 0)
    bottom:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", 0, 0)

    local left = frame:CreateTexture(nil, "BORDER")
    left:SetColorTexture(c[1], c[2], c[3], c[4] or 1)
    left:SetWidth(t)
    left:SetPoint("TOPLEFT", frame, "TOPLEFT", 0, 0)
    left:SetPoint("BOTTOMLEFT", frame, "BOTTOMLEFT", 0, 0)

    local right = frame:CreateTexture(nil, "BORDER")
    right:SetColorTexture(c[1], c[2], c[3], c[4] or 1)
    right:SetWidth(t)
    right:SetPoint("TOPRIGHT", frame, "TOPRIGHT", 0, 0)
    right:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", 0, 0)

    return top, bottom, left, right
end

--- Safe helper for setting text color from a {r,g,b[,a]} table.
function addon.SetTextColor(fontString, color)
    if not fontString or not color then return end
    fontString:SetTextColor(color[1], color[2], color[3], color[4] or 1)
end

--- Strip WoW FontString escapes for a manual shadow FontString so SetTextColor(0,0,0) draws a black outline.
--- Expands |H…|h…|h hyperlinks to visible text; removes |T textures and |c…|r color. Plain strings pass through.
--- @param text string|nil
--- @return string
function addon.PlainTextForShadowFontString(text)
    if not text or type(text) ~= "string" or text == "" then
        return ""
    end
    local s = text
    local guard = 0
    while s:find("|H", 1, true) and guard < 24 do
        local n = s:gsub("|H[^|]*|h(.-)|h", "%1")
        if n == s then
            break
        end
        s = n
        guard = guard + 1
    end
    s = s:gsub("(|[TtAa][^|]*|[TtAa])", "")
    s = s:gsub("|n", " "):gsub("|N", " ")
    guard = 0
    while guard < 32 do
        local n = s:gsub("|c%x%x%x%x%x%x%x%x", ""):gsub("|r", "")
        if n == s then
            break
        end
        s = n
        guard = guard + 1
    end
    return s
end

--- Apply text case from DB option. Returns text in upper, lower, or proper (title) case based on dbKey.
-- @param text string or nil
-- @param dbKey string DB key (e.g. "headerTextCase"); values "upper", "lower", or "proper"
-- @param default string optional default when key is not set (e.g. "upper" for header, "proper" for title)
-- @return string
function addon.ApplyTextCase(text, dbKey, default)
    if not text or type(text) ~= "string" or text == "" then return text end
    
    local v = addon.GetDB(dbKey, default or "proper")
    if v == "default" then return text end
    local hasEscapes = text:find("|c") or text:find("|[TtAa]")
    local _, spaceCount = text:gsub("%s", "")
    local isSystemText = spaceCount > 3 or text:find("%.%s*$") or #text > 35
    local isInternal = hasEscapes or isSystemText
    local escapes = {}
    
    local function transform(s)
        -- Lua case transforms are byte-based; avoid corrupting UTF-8 multibyte text.
        if s and s:find("[\128-\255]") then return s end
        if v == "upper" then return strupper(s) end
        if v == "lower" then return strlower(s) end
        
        if v == "proper" then
            -- Skip proper case for internal/localized strings to prevent Umlaut corruption
            if isInternal then return s end

            -- Format short addon labels
            local lower = strlower(s)
            return (lower:gsub("(%S)(%S*)", function(first, rest)
                return strupper(first) .. rest
            end))
        end
        return s
    end

    local clean = text:gsub("(|[TtAa][^|]*|[TtAa])", function(m)
        table.insert(escapes, m)
        return "\001"
    end):gsub("(|c%x%x%x%x%x%x%x%x)(.-)(|r)", function(p, i, s)
        table.insert(escapes, {p = p, i = i, s = s})
        return "\001"
    end)

    clean = transform(clean)

    local idx = 0
    return (clean:gsub("\001", function()
        idx = idx + 1
        local e = escapes[idx]
        if type(e) == "table" then
            return e.p .. (isInternal and e.i or transform(e.i)) .. e.s
        end
        return e
    end))
end

--- Create a text + shadow pair using the addon font objects and shadow offsets.
-- Returns text, shadow.
function addon.CreateShadowedText(parent, fontObject, layer, shadowLayer)
    if not parent then return nil end
    local textLayer   = layer or "OVERLAY"
    local shadowLayer = shadowLayer or "BORDER"

    local text = parent:CreateFontString(nil, textLayer)
    if fontObject then
        text:SetFontObject(fontObject)
    end

    local shadow = parent:CreateFontString(nil, shadowLayer)
    if fontObject then
        shadow:SetFontObject(fontObject)
    end
    local ox = addon.SHADOW_OX or 2
    local oy = addon.SHADOW_OY or -2
    local a  = addon.SHADOW_A or 0.8
    shadow:SetTextColor(0, 0, 0, a)
    shadow:SetPoint("CENTER", text, "CENTER", ox, oy)

    return text, shadow
end

-- ============================================================================
-- LOGGING
-- ============================================================================

addon.PRINT_PREFIX = "|cFF00CCFFHorizon Suite:|r "

--- Standardized print helper with colored Horizon Suite prefix.
function addon.HSPrint(msg)
    local prefix = addon.PRINT_PREFIX
    if msg == nil then
        print(prefix)
    else
        print(prefix .. tostring(msg))
    end
end

-- ============================================================================
-- OPTION HELPERS
-- ============================================================================

--- Normalize legacy "bar" to "bar-left". Returns valid highlight style for layout/options.
function addon.NormalizeHighlightStyle(style)
    if style == "bar" then return "bar-left" end
    return style
end

-- ============================================================================
-- QUEST / MAP HELPERS
-- ============================================================================

--- Append default quest rewards (gold, XP, items, currencies, spells) to a tooltip.
--- All API calls are wrapped in pcall; missing or unavailable data is skipped.
--- @param tooltip GameTooltip
--- @param questID number
function addon.AddQuestRewardsToTooltip(tooltip, questID)
    if not tooltip or not questID then return end
    local hasAny = false

    -- Some reward APIs need the quest selected; backup and restore
    local prevQuestID = (C_QuestLog and C_QuestLog.GetSelectedQuest) and C_QuestLog.GetSelectedQuest() or nil
    if C_QuestLog and C_QuestLog.SetSelectedQuest then
        pcall(C_QuestLog.SetSelectedQuest, questID)
    end

    local function restoreQuest()
        if prevQuestID and C_QuestLog and C_QuestLog.SetSelectedQuest then
            pcall(C_QuestLog.SetSelectedQuest, prevQuestID)
        end
    end

    -- Gold
    local ok, money = pcall(GetQuestLogRewardMoney, questID)
    if ok and money and money > 0 then
        local ok2, str = pcall(GetCoinTextureString, money)
        if ok2 and str and str ~= "" then
            tooltip:AddLine(" ")
            tooltip:AddLine(str or tostring(money))
            hasAny = true
        end
    end

    -- Experience (skip at max level)
    local atMaxLevel = (IsPlayerAtEffectiveMaxLevel and IsPlayerAtEffectiveMaxLevel()) or (UnitLevel("player") and UnitLevel("player") >= (GetMaxPlayerLevel and GetMaxPlayerLevel() or 70))
    if not atMaxLevel then
        local ok, xp = pcall(GetQuestLogRewardXP, questID)
        if ok and xp and xp > 0 then
            if not hasAny then tooltip:AddLine(" ") end
            local label = COMBAT_XP_GAIN or "Experience"
            tooltip:AddDoubleLine(label, tostring(xp))
            hasAny = true
        end
    end

    -- Honor
    if GetQuestLogRewardHonor then
        local ok, honor = pcall(GetQuestLogRewardHonor, questID)
        if ok and honor and honor > 0 then
            if not hasAny then tooltip:AddLine(" ") end
            tooltip:AddDoubleLine(HONOR or "Honor", tostring(honor))
            hasAny = true
        end
    end

    -- Currencies (Retail: C_QuestLog.GetQuestRewardCurrencies; fallback: legacy APIs)
    local currencyRewards = nil
    if C_QuestLog and C_QuestLog.GetQuestRewardCurrencies then
        local ok, cur = pcall(C_QuestLog.GetQuestRewardCurrencies, questID)
        if ok and cur and #cur > 0 then currencyRewards = cur end
    end
    if currencyRewards then
        local FormatLargeNumber = FormatLargeNumber or tostring
        for _, cr in ipairs(currencyRewards) do
            local name = cr.name
            local currencyID = cr.currencyID
            local texture = cr.texture or cr.icon
            local amount = cr.totalRewardAmount or cr.quantity or cr.amount
                or ((cr.baseRewardAmount or 0) + (cr.bonusRewardAmount or 0))
                or 0
            if (name or currencyID) and amount > 0 then
                if not hasAny then tooltip:AddLine(" ") end
                local amountStr = (type(FormatLargeNumber) == "function" and FormatLargeNumber(amount)) or tostring(amount)
                local link
                if currencyID and C_CurrencyInfo and C_CurrencyInfo.GetCurrencyLink then
                    local ok3, l = pcall(C_CurrencyInfo.GetCurrencyLink, currencyID, amount)
                    if ok3 and l then link = l end
                end
                local iconStr = (texture and ("|T" .. texture .. ":0|t ")) or ""
                local line = iconStr .. amountStr .. " " .. (link or (name or ("Currency " .. tostring(currencyID))))
                tooltip:AddLine(line)
                hasAny = true
            end
        end
    elseif GetNumQuestLogRewardCurrencies and GetQuestLogRewardCurrencyInfo then
        local ok, n = pcall(GetNumQuestLogRewardCurrencies, questID)
        if ok and n and n > 0 then
            local FormatLargeNumber = FormatLargeNumber or tostring
            for i = 1, n do
                local ok2, name, texture, numItems, currencyID, quality = pcall(GetQuestLogRewardCurrencyInfo, i, questID)
                if ok2 and (name or currencyID) and (numItems == nil or numItems > 0) then
                    if not hasAny then tooltip:AddLine(" ") end
                    local amount = numItems or 0
                    local amountStr = (type(FormatLargeNumber) == "function" and FormatLargeNumber(amount)) or tostring(amount)
                    local link
                    if currencyID and C_CurrencyInfo and C_CurrencyInfo.GetCurrencyLink then
                        local ok3, l = pcall(C_CurrencyInfo.GetCurrencyLink, currencyID, amount)
                        if ok3 and l then link = l end
                    end
                    local iconStr = (texture and ("|T" .. texture .. ":0|t ")) or ""
                    local line = iconStr .. amountStr .. " " .. (link or (name or ""))
                    tooltip:AddLine(line)
                    hasAny = true
                end
            end
        end
    end

    -- Item rewards
    if GetNumQuestLogRewards and GetQuestLogRewardInfo then
        local ok, numItems = pcall(GetNumQuestLogRewards, questID)
        if ok and numItems and numItems > 0 then
            for i = 1, numItems do
                local ok2, itemName, texture, quantity, quality, isUsable, itemID, itemLevel = pcall(GetQuestLogRewardInfo, i, questID)
                if ok2 and (itemName or itemID) then
                    if not hasAny then tooltip:AddLine(" ") end
                    local link
                    if itemID then
                        local ok3, l = pcall(GetItemInfo, itemID)
                        if ok3 and l then link = l end
                    end
                    local iconStr = (texture and ("|T" .. texture .. ":0|t ")) or ""
                    local qty = (quantity and quantity > 1) and (" x" .. quantity) or ""
                    tooltip:AddLine(iconStr .. (link or (itemName or ("Item " .. tostring(itemID)))) .. qty)
                    hasAny = true
                end
            end
        end
    end

    -- Spell rewards
    if C_QuestInfoSystem and C_QuestInfoSystem.GetQuestRewardSpells and C_QuestInfoSystem.GetQuestRewardSpellInfo then
        local ok, spellIDs = pcall(C_QuestInfoSystem.GetQuestRewardSpells, questID)
        if ok and spellIDs and #spellIDs > 0 then
            for _, spellID in ipairs(spellIDs) do
                local ok2, info = pcall(C_QuestInfoSystem.GetQuestRewardSpellInfo, questID, spellID)
                if ok2 and info and info.name then
                    if not hasAny then tooltip:AddLine(" ") end
                    local spellLink
                    if spellID and GetSpellLink then
                        local ok3, l = pcall(GetSpellLink, spellID)
                        if ok3 and l then spellLink = l end
                    end
                    local iconStr = (info.texture and ("|T" .. info.texture .. ":0|t ")) or ""
                    tooltip:AddLine(iconStr .. (spellLink or (info.name or ("Spell " .. tostring(spellID)))))
                    hasAny = true
                end
            end
        end
    end

    restoreQuest()
end

--- Append party member quest progress to a tooltip when in a group.
--- Uses C_TooltipInfo.GetQuestPartyProgress; no-op when solo or API unavailable.
--- @param tooltip GameTooltip
--- @param questID number
function addon.AddQuestPartyProgressToTooltip(tooltip, questID)
    if not tooltip or not questID then return end
    if not (C_TooltipInfo and C_TooltipInfo.GetQuestPartyProgress) then return end
    if not (IsInGroup and IsInGroup()) then return end
    local tooltipData = C_TooltipInfo.GetQuestPartyProgress(questID, true)
    if not tooltipData then return end
    if tooltipData.lines and #tooltipData.lines > 0 then
        tooltip:AddLine(" ")
        for _, line in ipairs(tooltipData.lines) do
            local text = line.leftText or ""
            if text ~= "" then
                local r, g, b = line.leftColor and line.leftColor.r or 1, line.leftColor and line.leftColor.g or 1, line.leftColor and line.leftColor.b or 1
                tooltip:AddLine(text, r, g, b, true)
            end
        end
    end
end

--- Parse a Task POI table into a simple set of quest IDs.
-- Handles both array-style lists and keyed tables used by various C_TaskQuest APIs.
-- @param taskPOIs Table returned from C_TaskQuest.* APIs (may be nil).
-- @param outSet   Table used as a set; ids will be added as keys with value true.
-- @return number  Count of IDs added.
function addon.ParseTaskPOIs(taskPOIs, outSet)
    if not taskPOIs or not outSet then return 0 end
    local count = 0

    if #taskPOIs > 0 then
        for _, poi in ipairs(taskPOIs) do
            local id = (type(poi) == "table" and (poi.questID or poi.questId)) or (type(poi) == "number" and poi)
            if id and not outSet[id] then
                outSet[id] = true
                count = count + 1
            end
        end
    end

    for k, v in pairs(taskPOIs) do
        if type(k) == "number" and k > 0 then
            if not outSet[k] then
                outSet[k] = true
                count = count + 1
            end
        elseif type(v) == "table" then
            local id = v.questID or v.questId
            if id and not outSet[id] then
                outSet[id] = true
                count = count + 1
            end
        end
    end

    return count
end

-- Resolve C_TaskQuest world-quest-list API once at load time.
-- Newer builds expose GetQuestsForPlayerByMapID; older builds have GetQuestsOnMap.
addon.GetTaskQuestsForMap = C_TaskQuest and (C_TaskQuest.GetQuestsForPlayerByMapID or C_TaskQuest.GetQuestsOnMap) or nil

--- Toggle the quest details view: close if already open and showing this quest, else open.
--- Uses frame visibility as the primary gate so we don't mistakenly "close" when the map
--- is already closed (GetSelectedQuest can persist briefly after HideUIPanel).
--- @param questID number
--- @return nil
function addon.ToggleQuestDetails(questID)
    if not questID or not C_QuestLog then return end
    if InCombatLockdown() then return end

    local worldMap = _G.WorldMapFrame
    local mapShown = worldMap and worldMap.IsShown and worldMap:IsShown()
    if mapShown then
        local selectedQuest = (C_QuestLog.GetSelectedQuest and C_QuestLog.GetSelectedQuest()) or nil
        if selectedQuest and selectedQuest == questID then
            if HideUIPanel and type(HideUIPanel) == "function" then
                pcall(HideUIPanel, worldMap)
            else
                pcall(function() worldMap:Hide() end)
            end
            return
        end
    end

    local logFrame = _G.QuestLogFrame
    if logFrame and logFrame.IsShown and logFrame:IsShown() then
        local selectedQuest = (C_QuestLog.GetSelectedQuest and C_QuestLog.GetSelectedQuest()) or nil
        if selectedQuest and selectedQuest == questID then
            if HideUIPanel and type(HideUIPanel) == "function" then
                pcall(HideUIPanel, logFrame)
            else
                pcall(function() logFrame:Hide() end)
            end
            return
        end
    end

    addon.OpenQuestDetails(questID)
end

--- Open the quest details view for a quest ID, mirroring Blizzard's behavior.
-- Used by click handlers so the logic lives in one place.
function addon.OpenQuestDetails(questID)
    if not questID or not C_QuestLog then return end
    if InCombatLockdown() then return end

    if QuestMapFrame_OpenToQuestDetails then
        if C_Timer and C_Timer.After then
            C_Timer.After(0, function()
                if QuestMapFrame_OpenToQuestDetails then
                    QuestMapFrame_OpenToQuestDetails(questID)
                end
            end)
        else
            QuestMapFrame_OpenToQuestDetails(questID)
        end
        return
    end

    if C_QuestLog.SetSelectedQuest then
        C_QuestLog.SetSelectedQuest(questID)
    end

    if OpenQuestLog then
        OpenQuestLog()
        return
    end

    -- Fallback: select quest and toggle world map if available.
    if not WorldMapFrame or not WorldMapFrame.IsShown then
        return
    end
    if not WorldMapFrame:IsShown() and ToggleWorldMap then
        ToggleWorldMap()
    end
end

--- Open the achievement frame to a specific achievement.
-- Used by click handlers for tracked achievements.
function addon.OpenAchievementToAchievement(achievementID)
    if not achievementID or type(achievementID) ~= "number" or achievementID <= 0 then return end
    if InCombatLockdown() then return end
    if AchievementFrame_LoadUI then AchievementFrame_LoadUI() end
    if OpenAchievementFrameToAchievement then
        OpenAchievementFrameToAchievement(achievementID)
    end
end

-- ============================================================================
-- MAP CONTEXT RESOLUTION (World Quests / map-scoped events)
-- ============================================================================

--- Returns map info safely.
local function SafeGetMapInfo(mapID)
    if not mapID or not C_Map or not C_Map.GetMapInfo then return nil end
    local ok, info = pcall(C_Map.GetMapInfo, mapID)
    if ok then return info end
    return nil
end

--- Walks up the parent chain until predicate returns true or we hit root.
local function ClimbParents(mapID, predicate, maxDepth)
    local id = mapID
    for _ = 1, (maxDepth or 20) do
        if not id or id == 0 then return nil end
        local info = SafeGetMapInfo(id)
        if not info then return nil end
        if predicate(info, id) then return id, info end
        local parent = info.parentMapID
        if not parent or parent == 0 or parent == id then return nil end
        id = parent
    end
    return nil
end

--- Resolve the player's current map context for filtering WQs and map-scoped events.
-- Goal: avoid subzone-only mapIDs (too aggressive filtering) while still preventing cross-zone leakage.
--
-- Contract:
--  * rawMapID: direct C_Map.GetBestMapForUnit(unit)
--  * zoneMapID: "stable" zone-level map, derived by climbing parents
--  * mapIDsToQuery: list of mapIDs to pass into C_TaskQuest/C_QuestLog map APIs
--
-- Heuristics:
--  * Prefer stopping at mapType == Zone (3).
--  * If GetBestMapForUnit returns a Micro/Dungeon (>=4), include that raw map + its parent zone (if any).
--  * If already on a Zone, do NOT try to include parent/continent (prevents pulling other zones).
--  * In Delves, keep it strict: only query rawMapID.
function addon.ResolvePlayerMapContext(unit)
    unit = unit or "player"

    local rawMapID = (C_Map and C_Map.GetBestMapForUnit) and C_Map.GetBestMapForUnit(unit) or nil
    if not rawMapID then
        return { rawMapID = nil, zoneMapID = nil, mapIDsToQuery = {} }
    end

    local rawInfo = SafeGetMapInfo(rawMapID)
    local rawType = rawInfo and rawInfo.mapType

    -- Party dungeons: keep it strict to the instance map.
    -- In instances, zoneMapID climbing causes us to pull open-world zone WQs, which should not appear.
    if addon.IsInPartyDungeon and addon.IsInPartyDungeon() then
        return { rawMapID = rawMapID, zoneMapID = rawMapID, rawMapType = rawType, mapIDsToQuery = { rawMapID } }
    end

    -- Delves: don't climb; querying parent will leak zone WQs into delve UI.
    if addon.IsDelveActive and addon.IsDelveActive() then
        return { rawMapID = rawMapID, zoneMapID = rawMapID, rawMapType = rawType, mapIDsToQuery = { rawMapID } }
    end

    -- Find a stable zone parent (mapType == Zone).
    local zoneMapID = nil
    if rawType == 3 then
        zoneMapID = rawMapID
    else
        zoneMapID = select(1, ClimbParents(rawMapID, function(info)
            return info and info.mapType == 3
        end))
    end

    -- If we couldn't find a zone (rare), fall back to raw.
    if not zoneMapID then zoneMapID = rawMapID end

    -- Build query list.
    local mapIDsToQuery = {}
    local seen = {}
    local function add(id)
        if id and id ~= 0 and not seen[id] then
            seen[id] = true
            mapIDsToQuery[#mapIDsToQuery + 1] = id
        end
    end

    add(zoneMapID)

    -- Include immediate children of the zone map.
    -- Many WQs/area POIs are authored on child "area" maps, not on the parent zone map.
    -- We keep this bounded to avoid pulling in neighboring zones or overloading APIs.
    if C_Map and C_Map.GetMapChildrenInfo and zoneMapID then
        local ok, children = pcall(C_Map.GetMapChildrenInfo, zoneMapID, nil, true)
        if ok and children and type(children) == "table" then
            local added = 0
            for _, child in ipairs(children) do
                local childID = child and (child.mapID or child.uiMapID or child.mapId)
                local childType = child and child.mapType
                -- Allow only sub-zone/area/zone-ish children.
                if childID and childID ~= 0 and (childType == nil or childType == 4 or childType == 5 or childType == 6) then
                    -- Safety: only include children that truly belong to this zone map.
                    -- Some map hierarchies include other zones as children (e.g. special hubs).
                    local belongs = false
                    local check = childID
                    for _ = 1, 10 do
                        if check == zoneMapID then
                            belongs = true
                            break
                        end
                        local info = SafeGetMapInfo(check)
                        if not info or not info.parentMapID or info.parentMapID == 0 then break end
                        check = info.parentMapID
                    end
                    if belongs then
                        add(childID)
                        added = added + 1
                        if added >= 25 then break end
                    end
                end
            end
        end
    end

    -- If we're on a micro/dungeon map, also query that map so we don't miss "instance-only" or micro POIs.
    if rawType ~= nil and rawType >= 4 then
        add(rawMapID)
    end

    -- Final safety pass: ensure every queried map actually belongs to this zoneMapID.
    -- Some hierarchies can leak unrelated area maps even after child filtering.
    if zoneMapID and #mapIDsToQuery > 0 then
        local filtered = {}
        for _, mid in ipairs(mapIDsToQuery) do
            local okBelongs = (mid == zoneMapID)
            if not okBelongs then
                local check = mid
                for _ = 1, 12 do
                    local info = SafeGetMapInfo(check)
                    if not info or not info.parentMapID or info.parentMapID == 0 then break end
                    check = info.parentMapID
                    if check == zoneMapID then okBelongs = true; break end
                end
            end
            if okBelongs then
                filtered[#filtered + 1] = mid
            end
        end
        mapIDsToQuery = filtered
    end

    return {
        rawMapID = rawMapID,
        zoneMapID = zoneMapID,
        rawMapType = rawType,
        mapIDsToQuery = mapIDsToQuery,
    }
end

-- ============================================================================
-- SECURE ITEM OVERLAY
-- ============================================================================

local secureItemOverlay
local overlayTarget

local function CreateSecureItemOverlay()
    if secureItemOverlay then return end
    local btn = CreateFrame("Button", "HSSecureItemOverlay", UIParent, "SecureActionButtonTemplate")
    btn:SetSize(1, 1)
    btn:SetFrameStrata("HIGH")
    btn:SetFrameLevel(200)
    btn:RegisterForClicks("AnyDown", "AnyUp")
    btn:SetAttribute("type", "item")
    btn:EnableMouse(true)
    btn:SetAlpha(0)
    btn:Hide()
    btn:SetScript("OnEnter", function(self)
        if overlayTarget then
            overlayTarget:SetAlpha(1)
            local itemLink = overlayTarget._itemLink or (overlayTarget._ownerEntry and overlayTarget._ownerEntry.itemLink)
            if itemLink and GameTooltip then
                GameTooltip:SetOwner(overlayTarget, "ANCHOR_RIGHT")
                pcall(GameTooltip.SetHyperlink, GameTooltip, itemLink)
                GameTooltip:Show()
            end
        end
    end)
    btn:SetScript("OnLeave", function(self)
        local target = overlayTarget
        if not InCombatLockdown() then
            self:Hide()
        end
        overlayTarget = nil
        if target then
            target:SetAlpha(0.9)
            if GameTooltip:GetOwner() == target then
                GameTooltip:Hide()
            end
        end
    end)
    secureItemOverlay = btn
end

function addon.AttachSecureItemOverlay(itemBtn, itemLink)
    if not itemBtn or not itemLink then return end
    if InCombatLockdown() then return end
    if not secureItemOverlay then CreateSecureItemOverlay() end
    if overlayTarget == itemBtn and secureItemOverlay:IsShown() then return end
    overlayTarget = itemBtn
    secureItemOverlay:SetAttribute("item", itemLink)
    secureItemOverlay:ClearAllPoints()
    secureItemOverlay:SetAllPoints(itemBtn)
    secureItemOverlay:SetParent(itemBtn)
    secureItemOverlay:SetFrameLevel(itemBtn:GetFrameLevel() + 5)
    secureItemOverlay:Show()
end

function addon.DetachSecureItemOverlay(itemBtn)
    if not secureItemOverlay then return end
    if overlayTarget ~= itemBtn then return end
    if secureItemOverlay:IsMouseOver() then return end
    if InCombatLockdown() then return end
    secureItemOverlay:Hide()
    overlayTarget = nil
end

function addon.SetSecureItemOverlayItem(itemLink)
    if not secureItemOverlay then CreateSecureItemOverlay() end
    if InCombatLockdown() then return end
    secureItemOverlay:SetAttribute("item", itemLink)
end

CreateSecureItemOverlay()

-- ============================================================================
-- INSTANCE & DELVE HELPERS (shared; Presence standalone, Focus consumes)
-- ============================================================================

--- True when the player is in any party dungeon (Normal, Heroic, Mythic, or Mythic+). Guarded.
function addon.IsInPartyDungeon()
    local ok, _, instanceType = pcall(GetInstanceInfo)
    return ok and instanceType == "party"
end

--- True when the player is in an active Delve (guarded API).
function addon.IsDelveActive()
    if C_PartyInfo and C_PartyInfo.IsDelveInProgress then
        local ok, inDelve = pcall(C_PartyInfo.IsDelveInProgress)
        if ok and inDelve then return true end
    end
    return false
end

local TIER_MIN, TIER_MAX = 1, 12
local WIDGET_TYPE_SCENARIO_HEADER_DELVES = (Enum and Enum.UIWidgetVisualizationType and Enum.UIWidgetVisualizationType.ScenarioHeaderDelves) or 29

--- Current Delve tier (1-12) or nil if unknown/not in delve. Guarded API.
function addon.GetActiveDelveTier()
    if not addon.IsDelveActive() then return nil end

    if C_UIWidgetManager and C_UIWidgetManager.GetAllWidgetsBySetID and C_UIWidgetManager.GetScenarioHeaderDelvesWidgetVisualizationInfo then
        local setID
        if C_Scenario and C_Scenario.GetStepInfo then
            local sOk, t = pcall(function() return { C_Scenario.GetStepInfo() } end)
            if sOk and t and type(t) == "table" and #t >= 12 then
                local ws = t[12]
                if type(ws) == "number" and ws ~= 0 then setID = ws end
            end
        end
        if not setID and C_UIWidgetManager.GetObjectiveTrackerWidgetSetID then
            local oOk, objSet = pcall(C_UIWidgetManager.GetObjectiveTrackerWidgetSetID)
            if oOk and objSet and type(objSet) == "number" then setID = objSet end
        end
        if setID then
            local wOk, widgets = pcall(C_UIWidgetManager.GetAllWidgetsBySetID, setID)
            if wOk and widgets and type(widgets) == "table" then
                for _, wInfo in pairs(widgets) do
                    local widgetID = (wInfo and type(wInfo) == "table" and type(wInfo.widgetID) == "number") and wInfo.widgetID
                        or (type(wInfo) == "number" and wInfo > 0) and wInfo
                    local wType = (wInfo and type(wInfo) == "table") and wInfo.widgetType
                    if widgetID and (not wType or wType == WIDGET_TYPE_SCENARIO_HEADER_DELVES) then
                        local dOk, widgetInfo = pcall(C_UIWidgetManager.GetScenarioHeaderDelvesWidgetVisualizationInfo, widgetID)
                        if dOk and widgetInfo and type(widgetInfo) == "table" then
                            local tierText = widgetInfo.tierText
                            if tierText and type(tierText) == "string" and tierText ~= "" then
                                local tier = tonumber(tierText:match("%d+"))
                                if tier and tier >= TIER_MIN and tier <= TIER_MAX then
                                    return tier
                                end
                            end
                        end
                    end
                end
            end
        end
    end

    return nil
end

-- Vista-style last-known-good delve name. Updated whenever a valid name is found;
-- never cleared on IsDelveActive() false because the reward stage may return false
-- while the player is still physically inside the delve instance.
local cachedDelveName = nil

--- Returns the name of the current Delve. Uses C_Map.GetMapInfo first, then zone/subzone, C_Scenario.GetInfo, GetInstanceInfo.
--- Returns the last cached valid name when all APIs return "Delves" or empty (e.g. on the reward stage).
function addon.GetDelveNameFromAPIs()
    -- Try all sources without the IsDelveActive() guard so the reward stage still resolves.
    -- Primary: map API
    if C_Map and C_Map.GetBestMapForUnit and C_Map.GetMapInfo then
        local mapID = C_Map.GetBestMapForUnit("player")
        if mapID then
            local ok, info = pcall(C_Map.GetMapInfo, mapID)
            if ok and info and info.name and info.name ~= "" and info.name ~= "Delves" then
                cachedDelveName = info.name
                return info.name
            end
        end
    end
    -- Fallbacks: zone, subzone, C_Scenario.GetInfo, GetInstanceInfo
    local zone = (GetZoneText and GetZoneText()) or ""
    local sub = (GetSubZoneText and GetSubZoneText()) or ""
    if zone ~= "" and zone ~= "Delves" then cachedDelveName = zone; return zone end
    if sub  ~= "" and sub  ~= "Delves" then cachedDelveName = sub;  return sub  end
    local ok, name = pcall(C_Scenario.GetInfo)
    if ok and name and name ~= "" and name ~= "Delves" then cachedDelveName = name; return name end
    local instOk, instanceName = pcall(GetInstanceInfo)
    if instOk and instanceName and instanceName ~= "" and instanceName ~= "Delves" then
        cachedDelveName = instanceName; return instanceName
    end
    -- All APIs returned "Delves" or empty (completion stage) — return last known good name.
    return cachedDelveName
end

--- Clears the delve name cache. Call when leaving a delve entirely.
function addon.ClearDelveNameCache()
    cachedDelveName = nil
end

-- ============================================================================
-- QUEST CATEGORY HELPERS (shared; Presence standalone, Focus consumes)
-- ============================================================================

--- Single source of truth: QuestUtils_IsQuestWorldQuest (Blizzard) or C_QuestLog.IsWorldQuest.
function addon.IsQuestWorldQuest(questID)
    if not questID or questID <= 0 then return false end
    if _G.QuestUtils_IsQuestWorldQuest and _G.QuestUtils_IsQuestWorldQuest(questID) then return true end
    if C_QuestLog and C_QuestLog.IsWorldQuest and C_QuestLog.IsWorldQuest(questID) then return true end
    return false
end

local function IsPreyQuest(questID)
    if not questID or not C_QuestLog or not C_QuestLog.GetTitleForQuestID then return false end
    local ok, title = pcall(C_QuestLog.GetTitleForQuestID, questID)
    if not ok or not title then return false end
    local preyLabel = (addon.L and addon.L["UI_PREY"]) or "Prey"
    return title:find(preyLabel, 1, true) ~= nil
end

function addon.GetQuestFrequency(questID)
    if not questID or not C_QuestLog or not C_QuestLog.GetLogIndexForQuestID then return nil end
    local logIndex = C_QuestLog.GetLogIndexForQuestID(questID)
    if not logIndex then return nil end
    if C_QuestLog.GetInfo then
        local ok, info = pcall(C_QuestLog.GetInfo, logIndex)
        if ok and info and info.frequency ~= nil then return info.frequency end
    end
    return nil
end

--- Single source of truth: C_QuestInfoSystem.GetQuestClassification + frequency + IsQuestWorldQuest.
function addon.GetQuestBaseCategory(questID)
    if not questID or questID <= 0 then return "DEFAULT" end
    if addon.IsQuestWorldQuest(questID) then
        if IsPreyQuest(questID) then return "PREY" end
        return "WORLD"
    end
    if C_QuestLog and C_QuestLog.GetQuestTagInfo then
        local ok, tagInfo = pcall(C_QuestLog.GetQuestTagInfo, questID)
        if ok and tagInfo then
            if tagInfo.tagID == 62 then return "RAID" end
            if tagInfo.tagID == 81 then return "DUNGEON" end
        end
    end
    if C_QuestInfoSystem and C_QuestInfoSystem.GetQuestClassification then
        local qc = C_QuestInfoSystem.GetQuestClassification(questID)
        if qc == Enum.QuestClassification.Calling then return "CALLING" end
        if qc == Enum.QuestClassification.Campaign then return "CAMPAIGN" end
        if qc == Enum.QuestClassification.Recurring then
            if IsPreyQuest(questID) then return "PREY" end
            return "WEEKLY"
        end
        if qc == Enum.QuestClassification.Important then return "IMPORTANT" end
        if qc == Enum.QuestClassification.Legendary then return "LEGENDARY" end
    end
    local freq = addon.GetQuestFrequency(questID)
    if freq ~= nil then
        if Enum.QuestFrequency and Enum.QuestFrequency.Weekly and freq == Enum.QuestFrequency.Weekly then
            if IsPreyQuest(questID) then return "PREY" end
            return "WEEKLY"
        end
        if freq == 2 or (LE_QUEST_FREQUENCY_WEEKLY and freq == LE_QUEST_FREQUENCY_WEEKLY) then
            if IsPreyQuest(questID) then return "PREY" end
            return "WEEKLY"
        end
        if Enum.QuestFrequency and Enum.QuestFrequency.Daily and freq == Enum.QuestFrequency.Daily then
            return "DAILY"
        end
        if freq == 1 or (LE_QUEST_FREQUENCY_DAILY and freq == LE_QUEST_FREQUENCY_DAILY) then
            return "DAILY"
        end
    end
    return "DEFAULT"
end

function addon.GetQuestCategory(questID)
    if not questID or questID <= 0 then return "DEFAULT" end
    if C_QuestLog and C_QuestLog.IsComplete and C_QuestLog.IsComplete(questID) then
        local base = addon.GetQuestBaseCategory(questID)
        if base == "CAMPAIGN" and addon.GetDB and addon.GetDB("keepCampaignInCategory", false) then
            return "CAMPAIGN"
        end
        if base == "IMPORTANT" and addon.GetDB and addon.GetDB("keepImportantInCategory", false) then
            return "IMPORTANT"
        end
        return "COMPLETE"
    end
    return addon.GetQuestBaseCategory(questID)
end

-- ============================================================================
-- QUEST COLOR FALLBACK (Presence when Focus disabled; FocusColors overwrites when Focus loads)
-- ============================================================================

if not addon.GetQuestColor then
    addon.GetQuestColor = function(category)
        local qc = addon.QUEST_COLORS
        if qc and qc[category] then return qc[category] end
        if qc and qc.DEFAULT then return qc.DEFAULT end
        return { 0.9, 0.9, 0.9 }
    end
end

-- ============================================================================
-- RARE NAMES FOR PRESENCE (standalone; FocusRares.GetRaresOnMap used when Focus loaded)
-- ============================================================================

local function IsNpcVignetteAtlas(atlasName)
    if not atlasName or atlasName == "" then return false end
    local lower = atlasName:lower()
    if lower:find("loot") or lower:find("treasure") or lower:find("container") or lower:find("chest") or lower:find("object") then
        return false
    end
    if lower:find("rare") or lower:find("elite") or lower:find("npc") or lower:find("vignettekill") then
        return true
    end
    return false
end

--- Returns { entryKey -> title } for rares on current map. Used by Presence when Focus disabled.
--- Uses C_VignetteInfo only (vignette-based rares). FocusRares.GetRaresOnMap adds RARES_BY_MAP when Focus loaded.
function addon.GetRareNamesOnMap()
    local out = {}
    if not C_VignetteInfo or not C_VignetteInfo.GetVignettes or not C_VignetteInfo.GetVignetteInfo then return out end
    local vignettes = C_VignetteInfo.GetVignettes()
    if not vignettes then return out end
    local seen = {}
    for _, vignetteGUID in ipairs(vignettes) do
        local vi = C_VignetteInfo.GetVignetteInfo(vignetteGUID)
        if vi and (vi.name and vi.name ~= "") and IsNpcVignetteAtlas(vi.atlasName) then
            local creatureID = vi.npcID or vi.creatureID
            if not creatureID and vi.objectGUID then
                local _, _, _, _, _, id, _ = strsplit("-", vi.objectGUID)
                creatureID = tonumber(id)
            end
            if creatureID then
                local dedupeKey = ("c:" .. tostring(creatureID)) or ("n:" .. (vi.name or ""))
                if not seen[dedupeKey] then
                    seen[dedupeKey] = true
                    local entryKey = "vignette:" .. tostring(vignetteGUID)
                    out[entryKey] = vi.name or "Unknown"
                end
            end
        end
    end
    return out
end