local SLE, _, E = unpack(select(2, ...))
local Armory = SLE.Armory_Core
local SA = SLE.Armory_Stats
local M = E.Misc

local _G = _G
local math_min = math.min
local format = format
local GetAverageItemLevel = GetAverageItemLevel

SA.totalShown = 0
SA.OriginalPaperdollStats = PAPERDOLL_STATCATEGORIES

function SA:BuildNewStats()
	SA:CreateStatCategory('OffenseCategory', STAT_CATEGORY_ATTACK)
	SA:CreateStatCategory('DefenceCategory', DEFENSE)

	SA.AlteredPaperdollStats = {
		[1] = {
			categoryFrame = 'AttributesCategory',
			stats = {
				[1] = { stat = 'STRENGTH', primary = LE_UNIT_STAT_STRENGTH },
				[2] = { stat = 'AGILITY', primary = LE_UNIT_STAT_AGILITY },
				[3] = { stat = 'INTELLECT', primary = LE_UNIT_STAT_INTELLECT },
				[4] = { stat = 'STAMINA' },
				[5] = { stat = 'HEALTH', option = true },
				[6] = { stat = 'POWER', option = true },
				[7] = { stat = 'ALTERNATEMANA', option = true, classes = {'PRIEST', 'SHAMAN', 'DRUID'} },
				[8] = { stat = 'MOVESPEED', option = true },
			},
		},
		[2] = {
			categoryFrame = 'OffenseCategory',
			stats = {
				[1] = { stat = 'ATTACK_DAMAGE', option = true, hideAt = 0 },
				[2] = { stat = 'ATTACK_AP', option = true, hideAt = 0 },
				[3] = { stat = 'ATTACK_ATTACKSPEED', option = true, hideAt = 0 },
				[4] = { stat = 'SPELLPOWER', option = true, hideAt = 0 },
				[5] = { stat = 'MANAREGEN', option = true, power = 'MANA' },
				[6] = { stat = 'ENERGY_REGEN', option = true, power = 'ENERGY', hideAt = 0, roles = {'TANK', 'DAMAGER'},  classes = {'ROUGE', 'DRUID', 'MONK'} },
				[7] = { stat = 'FOCUS_REGEN', option = true, power = 'FOCUS', hideAt = 0, classes = {'HUNTER'} },
				[8] = { stat = 'RUNE_REGEN', option = true, power = 'RUNIC_POWER', hideAt = 0, classes = {'DEATHKNIGHT'} },
			},
		},
		[3] = {
			categoryFrame = 'EnhancementsCategory',
			stats = {
				[1] = { stat = 'CRITCHANCE', option = true, hideAt = 0 },
				[2] = { stat = 'HASTE', option = true, hideAt = 0 },
				[3] = { stat = 'MASTERY', option = true, hideAt = 0 },
				[4] = { stat = 'VERSATILITY', option = true, hideAt = 0 },
				[5] = { stat = 'LIFESTEAL', option = true, hideAt = 0 },
			},
		},
		[4] = {
			categoryFrame = 'DefenceCategory',
			stats = {
				[1] = { stat = 'ARMOR', option = true, },
				[2] = { stat = 'AVOIDANCE', option = true, hideAt = 0 },
				[3] = { stat = 'DODGE', option = true,},
				[4] = { stat = 'PARRY', option = true, hideAt = 0, },
				[5] = { stat = 'BLOCK', option = true, hideAt = 0, },
				[6] = { stat = 'STAGGER', hideAt = 0, roles = {'TANK'}, classes = {'MONK'} },
			},
		},
	}
end

function SA:CreateStatCategory(catName, text, noop)
	if not _G['CharacterStatsPane'][catName] then
		_G['CharacterStatsPane'][catName] = CreateFrame('Frame', nil, _G.CharacterStatsPane, 'CharacterStatFrameCategoryTemplate')
		_G['CharacterStatsPane'][catName].Title:SetText(text)
		_G['CharacterStatsPane'][catName]:StripTextures()
		_G['CharacterStatsPane'][catName]:CreateBackdrop('Transparent')
		_G['CharacterStatsPane'][catName].backdrop:ClearAllPoints()
		_G['CharacterStatsPane'][catName].backdrop:SetPoint('CENTER')
		_G['CharacterStatsPane'][catName].backdrop:SetWidth(150)
		_G['CharacterStatsPane'][catName].backdrop:SetHeight(18)
	end
	return catName
end

function SA:BuildScrollBar() --Creating new scroll
	--Scrollframe Parent Frame
	SA.ScrollframeParentFrame = CreateFrame('Frame', nil, _G.CharacterFrameInsetRight)
	SA.ScrollframeParentFrame:SetSize(198, 352)
	SA.ScrollframeParentFrame:SetPoint('TOP', _G.CharacterFrameInsetRight, 'TOP', -4, -4)

	--Scrollframe
	SA.ScrollFrame = CreateFrame('ScrollFrame', 'SLE_Armory_Scroll', SA.ScrollframeParentFrame)
	SA.ScrollFrame:SetPoint('TOP')
	SA.ScrollFrame:SetSize(SA.ScrollframeParentFrame:GetSize())

	--Scrollbar
	SA.Scrollbar = CreateFrame('Slider', nil, SA.ScrollFrame, 'UIPanelScrollBarTemplate')
	SA.Scrollbar:SetPoint('TOPLEFT', _G.CharacterFrameInsetRight, 'TOPRIGHT', -12, -20)
	SA.Scrollbar:SetPoint('BOTTOMLEFT', _G.CharacterFrameInsetRight, 'BOTTOMRIGHT', -12, 18)
	SA.Scrollbar:SetMinMaxValues(1, 2)
	SA.Scrollbar:SetValueStep(1)
	SA.Scrollbar.scrollStep = 1
	SA.Scrollbar:SetValue(0)
	SA.Scrollbar:SetWidth(8)
	SA.Scrollbar:SetScript('OnValueChanged', function(frame, value)
		local offset = value > 1 and frame:GetParent():GetVerticalScrollRange()/(SA.totalShown*Armory.Constants.Stats.ScrollStepMultiplier) or 1
		frame:GetParent():SetVerticalScroll(value*offset)
	end)
	SLE.Skins:ConvertScrollBarToThin(SA.Scrollbar)
	SA.Scrollbar:Hide()

	--SA.ScrollChild Frame
	SA.ScrollChild = CreateFrame('Frame', nil, SA.ScrollFrame)
	SA.ScrollChild:SetSize(SA.ScrollFrame:GetSize())
	SA.ScrollFrame:SetScrollChild(SA.ScrollChild)

	CharacterStatsPane:ClearAllPoints()
	CharacterStatsPane:SetParent(SA.ScrollChild)
	CharacterStatsPane:SetSize(SA.ScrollChild:GetSize())
	CharacterStatsPane:SetPoint('TOP', SA.ScrollChild, 'TOP', 0, 0)

	CharacterStatsPane.ClassBackground:ClearAllPoints()
	CharacterStatsPane.ClassBackground:SetParent( _G["CharacterFrameInsetRight"])
	CharacterStatsPane.ClassBackground:SetPoint("CENTER")

	-- Enable mousewheel scrolling
	SA.ScrollFrame:EnableMouseWheel(true)
	SA.ScrollFrame:SetScript('OnMouseWheel', function(_, delta)
		local cur_val = SA.Scrollbar:GetValue()

		SA.Scrollbar:SetValue(cur_val - delta*SA.totalShown) --This controls the speed of the scroll
	end)

	PaperDollSidebarTab1:HookScript('OnShow', function()
		SA.ScrollframeParentFrame:Show()
	end)

	PaperDollSidebarTab1:HookScript('OnClick', function()
		SA.ScrollframeParentFrame:Show()
	end)

	PaperDollSidebarTab2:HookScript('OnClick', function()
		SA.ScrollframeParentFrame:Hide()
	end)

	PaperDollSidebarTab3:HookScript('OnClick', function()
		SA.ScrollframeParentFrame:Hide()
	end)
end

function SA:UpdateCharacterItemLevel(frame, which)
	if not frame or which ~= 'Character' then return end
	SA:UpdateIlvlFont()
	if not E.db.sle.armory.stats.enable or not E.db.general.itemLevel.displayCharacterInfo then return end
	local total, equipped = GetAverageItemLevel()
	if E.db.sle.armory.stats.IlvlFull then
		if E.db.sle.armory.stats.IlvlColor then
			local r, g, b = E:ColorGradient((equipped / total), 1, 0, 0, 1, 1, 0, 0, 1, 0)
			local avColor = E.db.sle.armory.stats.AverageColor
			frame.ItemLevelText:SetFormattedText('%s%.2f|r |cffffffff/|r %s%.2f|r', E:RGBToHex(r, g, b), equipped, E:RGBToHex(avColor.r, avColor.g, avColor.b), total)
		else
			frame.ItemLevelText:SetFormattedText('%.2f / %.2f', equipped, total)
		end
	end
end

function SA:PaperDollFrame_UpdateStats()
	SA.totalShown = 0
	local categoryYOffset
	local statYOffset
	if E.db.sle.armory.stats.enable then
		local total, equipped = GetAverageItemLevel()
		if E.db.sle.armory.stats.IlvlFull then
			if E.db.sle.armory.stats.IlvlColor then
				local r, g, b = E:ColorGradient((equipped / total), 1, 0, 0, 1, 1, 0, 0, 1, 0)
				local avColor = E.db.sle.armory.stats.AverageColor
				_G.CharacterStatsPane.ItemLevelFrame.Value:SetFormattedText('%s%.2f|r |cffffffff/|r %s%.2f|r', E:RGBToHex(r, g, b), equipped, E:RGBToHex(avColor.r, avColor.g, avColor.b), total)
			else
				_G.CharacterStatsPane.ItemLevelFrame.Value:SetFormattedText('%.2f / %.2f', equipped, total)
			end
		else
			_G.CharacterStatsPane.ItemLevelFrame.Value:SetTextColor(GetItemLevelColor())
			PaperDollFrame_SetItemLevel(_G.CharacterStatsPane.ItemLevelFrame, 'player')
		end

		_G.CharacterStatsPane.ItemLevelCategory:SetPoint('TOP', _G.CharacterStatsPane, 'TOP', 0, 8)
		_G.CharacterStatsPane.AttributesCategory:SetPoint('TOP', _G.CharacterStatsPane.ItemLevelFrame, 'BOTTOM', 0, 6)

		categoryYOffset = 8
		statYOffset = 0

	end
	_G.CharacterStatsPane.ItemLevelCategory:Show()
	_G.CharacterStatsPane.ItemLevelCategory.Title:FontTemplate(E.LSM:Fetch('font', E.db.sle.armory.stats.enable and E.db.sle.armory.stats.catFonts.font or E.db.general.itemLevel.itemLevelFont), E.db.sle.armory.stats.enable and E.db.sle.armory.stats.catFonts.size or (E.db.general.itemLevel.itemLevelFontSize or 12), E.db.sle.armory.stats.enable and E.db.sle.armory.stats.catFonts.outline or NONE)
	_G.CharacterStatsPane.ItemLevelFrame:Show()

	local spec = GetSpecialization()
	local role = GetSpecializationRole(spec)
	local _, powerType = UnitPowerType('player')
	-- print(GetSpecializationInfo(spec))

	_G.CharacterStatsPane.statsFramePool:ReleaseAll()
	-- we need a stat frame to first do the math to know if we need to show the stat frame
	-- so effectively we'll always pre-allocate
	local statFrame = _G.CharacterStatsPane.statsFramePool:Acquire()

	local lastAnchor
	for catIndex = 1, #PAPERDOLL_STATCATEGORIES do
		local catFrame = _G['CharacterStatsPane'][PAPERDOLL_STATCATEGORIES[catIndex].categoryFrame]
		catFrame.Title:FontTemplate(E.LSM:Fetch('font', E.db.sle.armory.stats.enable and E.db.sle.armory.stats.catFonts.font or E.db.general.itemLevel.itemLevelFont), E.db.sle.armory.stats.enable and E.db.sle.armory.stats.catFonts.size or (E.db.general.itemLevel.itemLevelFontSize or 12), E.db.sle.armory.stats.enable and E.db.sle.armory.stats.catFonts.outline or NONE)
		local numStatInCat = 0

		for statIndex = 1, #PAPERDOLL_STATCATEGORIES[catIndex].stats do
			local stat = PAPERDOLL_STATCATEGORIES[catIndex].stats[statIndex]
			local showStat = true
			if E.db.sle.armory.stats.enable and stat.option and not E.db.sle.armory.stats.List[stat.stat] then showStat = false end
			if ( showStat and stat.primary ) then
				local primaryStat = select(6, GetSpecializationInfo(spec, nil, nil, nil, UnitSex('player')))
				if ( stat.primary ~= primaryStat ) and E.db.sle.armory.stats.OnlyPrimary then
					showStat = false
				end
			end
			if ( showStat and stat.roles ) then
				local foundRole = false
				for _, statRole in pairs(stat.roles) do
					if ( role == statRole ) then
						foundRole = true
						break
					end
				end
				if foundRole and stat.classes then
					for _, statClass in pairs(stat.classes) do
						if ( E.myclass == statClass ) then
							showStat = true
							break
						end
					end
				else
					showStat = foundRole
				end
			end
			if showStat and stat.power and stat.power ~= powerType then showStat = false end
			if ( showStat ) then
				statFrame.onEnterFunc = nil
				PAPERDOLL_STATINFO[stat.stat].updateFunc(statFrame, 'player')
				statFrame.Label:FontTemplate(E.LSM:Fetch('font', E.db.sle.armory.stats.enable and  E.db.sle.armory.stats.statFonts.font or E.db.sle.armory.stats.statFonts.font), E.db.sle.armory.stats.enable and E.db.sle.armory.stats.statFonts.size or (E.db.general.itemLevel.itemLevelFontSize or 12), E.db.sle.armory.stats.enable and E.db.sle.armory.stats.statFonts.outline or NONE)
				statFrame.Value:FontTemplate(E.LSM:Fetch('font', E.db.sle.armory.stats.enable and  E.db.sle.armory.stats.statFonts.font or E.db.sle.armory.stats.statFonts.font), E.db.sle.armory.stats.enable and E.db.sle.armory.stats.statFonts.size or (E.db.general.itemLevel.itemLevelFontSize or 12), E.db.sle.armory.stats.enable and E.db.sle.armory.stats.statFonts.outline or NONE)
				if ( not stat.hideAt or stat.hideAt ~= statFrame.numericValue ) then
					if ( numStatInCat == 0 ) then
						if ( lastAnchor ) then
							catFrame:SetPoint('TOP', lastAnchor, 'BOTTOM', 0, categoryYOffset)
						end
						lastAnchor = catFrame
						statFrame:SetPoint('TOP', catFrame, 'BOTTOM', 0, 6)
					else
						statFrame:SetPoint('TOP', lastAnchor, 'BOTTOM', 0, statYOffset)
					end
					if statFrame:IsShown() then
						SA.totalShown = SA.totalShown + 1
						numStatInCat = numStatInCat + 1
						-- statFrame.Background:SetShown((numStatInCat % 2) == 0)
						statFrame.Background:SetShown(false)
						if statFrame.leftGrad then statFrame.leftGrad:Hide() end
						if statFrame.rightGrad then statFrame.rightGrad:Hide() end
						lastAnchor = statFrame
					end
					-- done with this stat frame, get the next one
					statFrame = _G.CharacterStatsPane.statsFramePool:Acquire()
				end
			end
		end
		catFrame:SetShown(numStatInCat > 0)
	end
	-- release the current stat frame
	_G.CharacterStatsPane.statsFramePool:Release(statFrame)
	if SA.Scrollbar then
		if SA.totalShown > 12 then
			SA.Scrollbar:SetMinMaxValues(1, SA.totalShown*Armory.Constants.Stats.ScrollStepMultiplier)
			SA.Scrollbar:Show()
		else
			SA.Scrollbar:SetMinMaxValues(1, 1)
			SA.Scrollbar:Hide()
		end
		SA.Scrollbar:SetValue(SA.Scrollbar:GetValue())
	end
end

function SA:UpdateIlvlFont()
	local db = E.db.sle.armory.stats.itemLevel
	local font, size, outline
	font = E.db.sle.armory.stats.enable and E.LSM:Fetch('font', db.font) or nil
	size = E.db.sle.armory.stats.enable and (db.size or 12) or 20
	outline = E.db.sle.armory.stats.enable and db.outline or nil

	_G.CharacterFrame.ItemLevelText:FontTemplate(font, size, outline)

	_G.CharacterStatsPane.ItemLevelFrame.Value:FontTemplate(font, size, outline)
	_G.CharacterStatsPane.ItemLevelFrame:SetHeight(size)
	_G.CharacterStatsPane.ItemLevelFrame.Background:SetHeight(size)
	if _G.CharacterStatsPane.ItemLevelFrame.leftGrad then
		_G.CharacterStatsPane.ItemLevelFrame.leftGrad:SetHeight(size)
		_G.CharacterStatsPane.ItemLevelFrame.rightGrad:SetHeight(size)
	end
	if not E.db.general.itemLevel.displayCharacterInfo then
		_G.CharacterFrame.ItemLevelText:SetText('')
	end
end

function SA:ToggleArmory()
	PAPERDOLL_STATCATEGORIES = E.db.sle.armory.stats.enable and SA.AlteredPaperdollStats or SA.OriginalPaperdollStats
	if E.db.sle.armory.stats.enable then
		_G['CharacterStatsPane']['OffenseCategory']:Show()
		_G['CharacterStatsPane']['DefenceCategory']:Show()
		_G.CharacterStatsPane.ItemLevelFrame:SetPoint('TOP', _G.CharacterStatsPane.ItemLevelCategory, 'BOTTOM', 0, 6)
		_G.CharacterFrame.ItemLevelText:SetText('')
		-- SA:ToggleDecimals("enable")
	else
		_G['CharacterStatsPane']['OffenseCategory']:Hide()
		_G['CharacterStatsPane']['DefenceCategory']:Hide()
		_G.CharacterStatsPane.ItemLevelFrame:SetPoint('TOP', _G.CharacterStatsPane.ItemLevelCategory, 'BOTTOM', 0, 0)
		-- SA:ToggleDecimals("disable")
		SA.Scrollbar:Hide()
	end
	PaperDollFrame_UpdateStats()
	M:UpdateCharacterItemLevel()
	if not E.db.general.itemLevel.displayCharacterInfo then
		_G.CharacterFrame.ItemLevelText:SetText('')
	end
end

--Replacing broken Blizz function and adding some decimals
function SA:ReplaceBlizzFunctions()

	function PaperDollFrame_SetAttackSpeed(statFrame, unit)
		local meleeHaste = GetMeleeHaste()
		local speed, offhandSpeed = UnitAttackSpeed(unit)
		local displaySpeedxt

		local displaySpeed =  format('%.2f', speed)
		if ( offhandSpeed ) then
			offhandSpeed = format('%.2f', offhandSpeed)
		end
		if ( offhandSpeed ) then
			displaySpeedxt =  BreakUpLargeNumbers(displaySpeed)..' / '.. offhandSpeed
		else
			displaySpeedxt =  BreakUpLargeNumbers(displaySpeed)
		end
		PaperDollFrame_SetLabelAndText(statFrame, WEAPON_SPEED, displaySpeed, false, speed)

		statFrame.tooltip = HIGHLIGHT_FONT_COLOR_CODE..format(PAPERDOLLFRAME_TOOLTIP_FORMAT, ATTACK_SPEED).." "..displaySpeed..FONT_COLOR_CODE_CLOSE
		statFrame.tooltip2 = format(STAT_ATTACK_SPEED_BASE_TOOLTIP, BreakUpLargeNumbers(meleeHaste))

		statFrame:Show()
	end

	function PaperDollFrame_SetVersatility(statFrame, unit)
		if ( unit ~= 'player' ) then
			statFrame:Hide()
			return
		end

		local versatility = GetCombatRating(CR_VERSATILITY_DAMAGE_DONE)
		local versatilityDamageBonus = GetCombatRatingBonus(CR_VERSATILITY_DAMAGE_DONE) + GetVersatilityBonus(CR_VERSATILITY_DAMAGE_DONE)
		local versatilityDamageTakenReduction = GetCombatRatingBonus(CR_VERSATILITY_DAMAGE_TAKEN) + GetVersatilityBonus(CR_VERSATILITY_DAMAGE_TAKEN)

		if E.db.sle.armory.stats.decimals then --Alters format
			PaperDollFrame_SetLabelAndText(statFrame, STAT_VERSATILITY, format('%.2f%%', versatilityDamageBonus) .. ' / ' .. format('%.2f%%', versatilityDamageTakenReduction), false, versatilityDamageBonus)
		else
			PaperDollFrame_SetLabelAndText(statFrame, STAT_VERSATILITY, versatilityDamageBonus, true, versatilityDamageBonus)
		end

		statFrame.tooltip = HIGHLIGHT_FONT_COLOR_CODE .. format(VERSATILITY_TOOLTIP_FORMAT, STAT_VERSATILITY, versatilityDamageBonus, versatilityDamageTakenReduction) .. FONT_COLOR_CODE_CLOSE
		statFrame.tooltip2 = format(CR_VERSATILITY_TOOLTIP, versatilityDamageBonus, versatilityDamageTakenReduction, BreakUpLargeNumbers(versatility), versatilityDamageBonus, versatilityDamageTakenReduction)

		statFrame:Show()
	end

	function PaperDollFrame_SetMastery(statFrame, unit)
		if ( unit ~= 'player' ) then
			statFrame:Hide()
			return
		end

		local mastery = GetMasteryEffect()
		if E.db.sle.armory.stats.decimals then
			PaperDollFrame_SetLabelAndText(statFrame, STAT_MASTERY, format('%.2f%%', mastery), false, mastery)
		else
			PaperDollFrame_SetLabelAndText(statFrame, STAT_MASTERY, mastery, true, mastery)
		end
		statFrame.onEnterFunc = Mastery_OnEnter
		statFrame:Show()
	end

	function PaperDollFrame_SetLifesteal(statFrame, unit)
		if ( unit ~= 'player' ) then
			statFrame:Hide()
			return
		end

		local lifesteal = GetLifesteal()
		if E.db.sle.armory.stats.decimals then
			PaperDollFrame_SetLabelAndText(statFrame, STAT_LIFESTEAL, format('%.2f%%', lifesteal), false, lifesteal)
		else
			PaperDollFrame_SetLabelAndText(statFrame, STAT_LIFESTEAL, lifesteal, true, lifesteal)
		end
		statFrame.tooltip = HIGHLIGHT_FONT_COLOR_CODE .. format(PAPERDOLLFRAME_TOOLTIP_FORMAT, STAT_LIFESTEAL) .. ' ' .. format('%.2f%%', lifesteal) .. FONT_COLOR_CODE_CLOSE

		statFrame.tooltip2 = format(CR_LIFESTEAL_TOOLTIP, BreakUpLargeNumbers(GetCombatRating(CR_LIFESTEAL)), GetCombatRatingBonus(CR_LIFESTEAL))

		statFrame:Show()
	end

	function PaperDollFrame_SetAvoidance(statFrame, unit)
		if ( unit ~= 'player' ) then
			statFrame:Hide()
			return
		end

		local avoidance = GetAvoidance()
	-- PaperDollFrame_SetLabelAndText Format Change
		if E.db.sle.armory.stats.decimals then
			PaperDollFrame_SetLabelAndText(statFrame, STAT_AVOIDANCE, format('%.2f%%', avoidance), false, avoidance)
		else
			PaperDollFrame_SetLabelAndText(statFrame, STAT_AVOIDANCE, avoidance, true, avoidance)
		end
		statFrame.tooltip = HIGHLIGHT_FONT_COLOR_CODE .. format(PAPERDOLLFRAME_TOOLTIP_FORMAT, STAT_AVOIDANCE) .. ' ' .. format('%.2f%%', avoidance) .. FONT_COLOR_CODE_CLOSE

		statFrame.tooltip2 = format(CR_AVOIDANCE_TOOLTIP, BreakUpLargeNumbers(GetCombatRating(CR_AVOIDANCE)), GetCombatRatingBonus(CR_AVOIDANCE))

		statFrame:Show()
	end

	function PaperDollFrame_SetDodge(statFrame, unit)
		if (unit ~= 'player') then
			statFrame:Hide()
			return
		end

		local chance = GetDodgeChance()
	-- PaperDollFrame_SetLabelAndText Format Change
		if E.db.sle.armory.stats.decimals then
			PaperDollFrame_SetLabelAndText(statFrame, STAT_DODGE, format('%.2f%%', chance), false, chance)
		else
			PaperDollFrame_SetLabelAndText(statFrame, STAT_DODGE, chance, true, chance)
		end
		statFrame.tooltip = HIGHLIGHT_FONT_COLOR_CODE..format(PAPERDOLLFRAME_TOOLTIP_FORMAT, DODGE_CHANCE)..' '..format('%.2f', chance)..'%'..FONT_COLOR_CODE_CLOSE
		statFrame.tooltip2 = format(CR_DODGE_TOOLTIP, GetCombatRating(CR_DODGE), GetCombatRatingBonus(CR_DODGE))
		statFrame:Show()
	end

	function PaperDollFrame_SetParry(statFrame, unit)
		if (unit ~= 'player') then
			statFrame:Hide()
			return
		end

		local chance = GetParryChance()
	-- PaperDollFrame_SetLabelAndText Format Change
		if E.db.sle.armory.stats.decimals then
			PaperDollFrame_SetLabelAndText(statFrame, STAT_PARRY, format('%.2f%%', chance), false, chance)
		else
			PaperDollFrame_SetLabelAndText(statFrame, STAT_PARRY, chance, true, chance)
		end
		statFrame.tooltip = HIGHLIGHT_FONT_COLOR_CODE..format(PAPERDOLLFRAME_TOOLTIP_FORMAT, PARRY_CHANCE)..' '..format('%.2f', chance)..'%'..FONT_COLOR_CODE_CLOSE
		statFrame.tooltip2 = format(CR_PARRY_TOOLTIP, GetCombatRating(CR_PARRY), GetCombatRatingBonus(CR_PARRY))
		statFrame:Show()
	end

	function PaperDollFrame_SetCritChance(statFrame, unit)
		if ( unit ~= 'player' ) then
			statFrame:Hide()
			return
		end

		local rating
		local spellCrit, rangedCrit, meleeCrit
		local critChance

		-- Start at 2 to skip physical damage
		local holySchool = 2
		local minCrit = GetSpellCritChance(holySchool)
		statFrame.spellCrit = {}
		statFrame.spellCrit[holySchool] = minCrit

		for i=(holySchool+1), MAX_SPELL_SCHOOLS do
			spellCrit = GetSpellCritChance(i)
			minCrit = math_min(minCrit, spellCrit)
			statFrame.spellCrit[i] = spellCrit
		end
		spellCrit = minCrit
		rangedCrit = GetRangedCritChance()
		meleeCrit = GetCritChance()

		if (spellCrit >= rangedCrit and spellCrit >= meleeCrit) then
			critChance = spellCrit
			rating = CR_CRIT_SPELL
		elseif (rangedCrit >= meleeCrit) then
			critChance = rangedCrit
			rating = CR_CRIT_RANGED
		else
			critChance = meleeCrit
			rating = CR_CRIT_MELEE
		end
	-- PaperDollFrame_SetLabelAndText Format Change
		if E.db.sle.armory.stats.decimals then
			PaperDollFrame_SetLabelAndText(statFrame, STAT_CRITICAL_STRIKE, format('%.2f%%', critChance), false, critChance)
		else
			PaperDollFrame_SetLabelAndText(statFrame, STAT_CRITICAL_STRIKE, critChance, true, critChance)
		end


		statFrame.tooltip = HIGHLIGHT_FONT_COLOR_CODE..format(PAPERDOLLFRAME_TOOLTIP_FORMAT, STAT_CRITICAL_STRIKE)..' '..format('%.2f%%', critChance)..FONT_COLOR_CODE_CLOSE
		local extraCritChance = GetCombatRatingBonus(rating)
		local extraCritRating = GetCombatRating(rating)
		if (GetCritChanceProvidesParryEffect()) then
			statFrame.tooltip2 = format(CR_CRIT_PARRY_RATING_TOOLTIP, BreakUpLargeNumbers(extraCritRating), extraCritChance, GetCombatRatingBonusForCombatRatingValue(CR_PARRY, extraCritRating))
		else
			statFrame.tooltip2 = format(CR_CRIT_TOOLTIP, BreakUpLargeNumbers(extraCritRating), extraCritChance)
		end
		statFrame:Show()
	end

	function PaperDollFrame_SetHaste(statFrame, unit)
		if ( unit ~= 'player' ) then
			statFrame:Hide()
			return
		end

		local haste = GetHaste()
		local rating = CR_HASTE_MELEE

		local hasteFormatString
		if (haste < 0) then
			hasteFormatString = RED_FONT_COLOR_CODE..'%s'..FONT_COLOR_CODE_CLOSE
		else
			hasteFormatString = '%s'
		end
	-- PaperDollFrame_SetLabelAndText Format Change
		if E.db.sle.armory.stats.decimals then
			PaperDollFrame_SetLabelAndText(statFrame, STAT_HASTE, format(hasteFormatString, format('%.2f%%', haste)), false, haste)
		else
			PaperDollFrame_SetLabelAndText(statFrame, STAT_HASTE, format(hasteFormatString, format('%d%%', haste + 0.5)), false, haste)
		end
		statFrame.tooltip = HIGHLIGHT_FONT_COLOR_CODE .. format(PAPERDOLLFRAME_TOOLTIP_FORMAT, STAT_HASTE) .. ' ' .. format(hasteFormatString, format('%.2f%%', haste)) .. FONT_COLOR_CODE_CLOSE

		local _, class = UnitClass(unit)
		statFrame.tooltip2 = _G['STAT_HASTE_'..class..'_TOOLTIP']
		if (not statFrame.tooltip2) then
			statFrame.tooltip2 = STAT_HASTE_TOOLTIP
		end
		statFrame.tooltip2 = statFrame.tooltip2 .. format(STAT_HASTE_BASE_TOOLTIP, BreakUpLargeNumbers(GetCombatRating(rating)), GetCombatRatingBonus(rating))

		statFrame:Show()
	end

end

function SA:LoadAndSetup()
	if SLE._Compatibility['DejaCharacterStats'] then return end
	SA:ReplaceBlizzFunctions()
	hooksecurefunc('PaperDollFrame_UpdateStats', SA.PaperDollFrame_UpdateStats)
	hooksecurefunc(M, 'UpdateCharacterItemLevel', SA.UpdateCharacterItemLevel)
	hooksecurefunc(M, 'ToggleItemLevelInfo', SA.UpdateCharacterItemLevel)
	hooksecurefunc(M, 'UpdateAverageString', SA.UpdateCharacterItemLevel)

	SA:BuildScrollBar()
	SA:BuildNewStats()
	SA:ToggleArmory()

	_G.CharacterFrame:HookScript('OnShow', SA.UpdateCharacterItemLevel)

	_G.CharacterFrame.ItemLevelText:SetText('')
end
