------------------------------------------------------------------------
-- ZSBT - Triggers (v1)
-- Power-user custom triggers built on safe event sources (no CLEU).
-- Conditions:
--  - Aura gain/fade (by spellID)
--  - Cooldown ready (tracked cooldowns)
--  - Low health / low mana warnings
-- Actions:
--  - Emit notification text to a chosen scroll area
--  - Optional sound (LSM key)
--  - Optional color
------------------------------------------------------------------------
local ADDON_NAME, ZSBT = ...
local Addon = ZSBT.Addon

ZSBT.Core = ZSBT.Core or {}
ZSBT.Core.Triggers = ZSBT.Core.Triggers or {}
local Triggers = ZSBT.Core.Triggers

local function Now() return (GetTime and GetTime()) or 0 end

local function SafeToString(v)
	local ok, s = pcall(tostring, v)
	if ok and type(s) == "string" then return s end
	return "<secret>"
end

local function TrigDebug(msg)
	if Addon and Addon.Dbg then
		Addon:Dbg("triggers", 4, msg)
		return
	end
	if Addon and Addon.Print then
		Addon:Print("|cFF00CCFF[TRG]|r " .. SafeToString(msg))
	end
end

local function SafeSpellName(spellId)
	if type(spellId) ~= "number" then return nil end
	if C_Spell and C_Spell.GetSpellInfo then
		local info = C_Spell.GetSpellInfo(spellId)
		if info and type(info.name) == "string" and info.name ~= "" then
			return info.name
		end
	end
	if GetSpellInfo then
		local name = GetSpellInfo(spellId)
		if type(name) == "string" and name ~= "" then return name end
	end
	return nil
end

local GetTrackedTriggerList

local function GetDB()
	local db = ZSBT.db and ZSBT.db.char
	return db and db.triggers
end

function Triggers:IsEnabled()
	local tdb = GetDB()
	return tdb and tdb.enabled == true
end

local function ResolveText(template, ctx)
	if type(template) ~= "string" or template == "" then
		return nil
	end
	ctx = ctx or {}

	local out = template
	out = out:gsub("{spell}", tostring(ctx.spellName or ""))
	out = out:gsub("{id}", tostring(ctx.spellId or ""))
	out = out:gsub("{event}", tostring(ctx.event or ""))
	out = out:gsub("{pct}", tostring(ctx.pct or ""))
	out = out:gsub("{threshold}", tostring(ctx.threshold or ""))
	out = out:gsub("{unit}", tostring(ctx.unit or ""))
	out = out:gsub("{power}", tostring(ctx.powerType or ""))
	out = out:gsub("{value}", tostring(ctx.value or ""))
	out = out:gsub("{stacks}", tostring(ctx.stacks or ""))
	out = out:gsub("{count}", tostring(ctx.count or ""))
	out = out:gsub("{label}", tostring(ctx.label or ""))
	return out
end

local function EmitAction(action, ctx)
	if type(action) ~= "table" then return end

	local text = ResolveText(action.text, ctx)
	if not text then
		TrigDebug("EmitAction skip: empty text (eventType=" .. tostring(ctx and ctx.eventType) .. ")")
		return
	end

	local area = (type(action.scrollArea) == "string" and action.scrollArea ~= "") and action.scrollArea or "Notifications"
	local color = action.color
	if type(color) ~= "table" then
		color = { r = 1.0, g = 1.0, b = 1.0 }
	end

	local soundKey = action.sound
	if type(soundKey) == "string" and soundKey ~= "" and soundKey ~= "None" and ZSBT.PlayLSMSound then
		ZSBT.PlayLSMSound(soundKey)
	end

	local meta = {
		kind = "notification",
		trigger = true,
		eventType = ctx and ctx.eventType,
		spellId = ctx and ctx.spellId,
		sticky = action.sticky == true,
		stickyJiggle = (action.stickyJiggle ~= false),
		stickyScale = tonumber(action.stickyScale),
		stickyDurationMult = tonumber(action.stickyDurationMult),
		triggerFontOverride = action.fontOverride == true,
		triggerFontFace = (type(action.fontFace) == "string" and action.fontFace ~= "") and action.fontFace or nil,
		triggerFontOutline = (type(action.fontOutline) == "string" and action.fontOutline ~= "") and action.fontOutline or nil,
		triggerFontSize = tonumber(action.fontSize),
		triggerFontScale = tonumber(action.fontScale),
	}
	if action.showSpellIcon == true and ctx and ctx.spellId and ZSBT and ZSBT.CleanSpellIcon then
		local tex = ZSBT.CleanSpellIcon(ctx.spellId)
		if tex then meta.spellIcon = tex end
	end
	if ZSBT.Core and ZSBT.Core.IsNotificationCategoryEnabled then
		if ZSBT.Core:IsNotificationCategoryEnabled("triggers") == false then
			TrigDebug("EmitAction suppressed: triggers category disabled")
			return
		end
	end
	TrigDebug("EmitAction: area=" .. tostring(area) .. " text=" .. tostring(text) .. " sound=" .. tostring(soundKey)
		.. " fontOverride=" .. tostring(meta.triggerFontOverride) .. "")
	if ZSBT.DisplayText then
		ZSBT.DisplayText(area, text, color, meta)
	elseif ZSBT.Core and ZSBT.Core.Display and ZSBT.Core.Display.Emit then
		ZSBT.Core.Display:Emit(area, text, color, meta)
	else
		TrigDebug("EmitAction skip: no display backend")
	end
end

local function PassThrottle(self, trig)
	local throttle = tonumber(trig.throttleSec) or 0
	if throttle <= 0 then return true end
	self._lastAt = self._lastAt or {}
	local id = trig.id or trig._key
	if not id then return true end
	local last = self._lastAt[id]
	local t = Now()
	if last and (t - last) < throttle then
		return false
	end
	self._lastAt[id] = t
	return true
end

local function IsBloodlustLockoutName(name)
	if type(name) ~= "string" or name == "" then return false end
	return name == "Fatigued" or name == "Exhaustion" or name == "Sated" or name == "Temporal Displacement" or name == "Insanity"
end

function Triggers:FireEvent(eventType, ctx)
	if not self:IsEnabled() then return end
	local tdb = GetDB()
	local list = tdb and tdb.items
	if type(list) ~= "table" then return end
	local skipThrottle = (type(ctx) == "table" and ctx._skipThrottle == true)
	local ctxSpellId = type(ctx) == "table" and ctx.spellId or nil
	TrigDebug("FireEvent ENTER eventType=" .. tostring(eventType) .. " spellId=" .. tostring(ctxSpellId) .. " triggers=" .. tostring(#list))

	for _, trig in pairs(list) do
		if type(trig) == "table" and trig.enabled ~= false then
			if trig.eventType == eventType then
				local passedThrottle = skipThrottle or PassThrottle(self, trig)
				if passedThrottle then
					local match = true
					if eventType == "AURA_GAIN" or eventType == "AURA_FADE" or eventType == "COOLDOWN_READY" or eventType == "SPELL_USABLE" or eventType == "AURA_STACKS" or eventType == "SPELLCAST_SUCCEEDED" then
						local trigSpellId = trig.spellId
						local ctxSpellId = type(ctx) == "table" and ctx.spellId or nil
						if type(trigSpellId) == "number" and type(ctxSpellId) == "number" then
							-- Both have valid spellIds - require exact match
							match = (ctxSpellId == trigSpellId)
						elseif type(trigSpellId) == "number" then
							-- Trigger has spellId but event doesn't - no match
							match = false
						elseif type(ctxSpellId) == "number" and (eventType == "AURA_GAIN" or eventType == "AURA_FADE") then
							-- For aura events only: event has spellId but trigger doesn't - no match (prevents catch-all doubles)
							TrigDebug("Trigger skipped: eventType=" .. tostring(eventType) .. " has specific spellId=" .. tostring(ctxSpellId) .. " but trigger has no spellId")
							match = false
						elseif type(ctxSpellId) == "number" and eventType == "SPELLCAST_SUCCEEDED" then
							-- SPELLCAST_SUCCEEDED: allow catch-all triggers to match pet/player casts
							-- even when event has specific spellId and trigger has none
							-- (this allows single trigger to catch all spellcasts)
							match = true
						end
						-- If both spellIds are nil/invalid, match stays true (catch-all triggers only match catch-all events)
					end

					if match then
						TrigDebug("FireEvent match: eventType=" .. tostring(eventType) .. " trigId=" .. tostring(trig.id or trig._key) .. " spellId=" .. tostring(ctx and ctx.spellId))
						EmitAction(trig.action, ctx)
					elseif eventType == "SPELLCAST_SUCCEEDED" then
						TrigDebug("FireEvent no-match: trigId=" .. tostring(trig.id or trig._key) .. " trigSpellId=" .. tostring(trig.spellId) .. " ctxSpellId=" .. tostring(ctx and ctx.spellId))
					end
				elseif eventType == "SPELLCAST_SUCCEEDED" then
					TrigDebug("FireEvent throttled: trigId=" .. tostring(trig.id or trig._key) .. " throttleSec=" .. tostring(trig.throttleSec))
				end
			end
		end
	end
end

function Triggers:OnAuraGain(spellId, source)
	if type(spellId) ~= "number" or spellId <= 0 then return end
	local now = Now()
	if source == "core-inc" or source == "core" then
		self._auraCoreLastSeenAt = self._auraCoreLastSeenAt or {}
		self._auraCoreLastSeenAt[spellId] = now
		self._auraSyncLastSeenAt = self._auraSyncLastSeenAt or {}
		self._auraSyncLastSeenAt[spellId] = now
		self._auraSyncMissCount = self._auraSyncMissCount or {}
		self._auraSyncMissCount[spellId] = 0
		self._auraSyncPresentCount = self._auraSyncPresentCount or {}
		self._auraSyncPresentCount[spellId] = 0
	end
	self._auraPresent = self._auraPresent or {}
	if self._auraPresent[spellId] == true then
		-- Already present, skip duplicate
		TrigDebug("OnAuraGain DEDUP BLOCKED spellId=" .. tostring(spellId) .. " src=" .. tostring(source or "?"))
		return
	end
	self._auraPresent[spellId] = true
	local name = SafeSpellName(spellId)
	if IsBloodlustLockoutName(name) then
		-- Bloodlust lockout debuffs are long-lived (~10 minutes) and can be refreshed.
		-- Also, our sync pathway can emit a delayed second "gain" a second or two later.
		-- Suppress duplicate gains within a lockout window unless we saw a core-confirmed fade.
		self._lockoutAuraGainAt = self._lockoutAuraGainAt or {}
		local firstGainAt = self._lockoutAuraGainAt[name]
		if type(firstGainAt) == "number" and (now - firstGainAt) < 600.0 then
			TrigDebug("OnAuraGain LOCKOUT WINDOW SUPPRESS spellId=" .. tostring(spellId) .. " name=" .. tostring(name) .. " age=" .. tostring(now - firstGainAt) .. " src=" .. tostring(source or "?"))
			return
		end
		self._lockoutAuraGainAt[name] = now

		self._recentAuraLockoutAt = self._recentAuraLockoutAt or {}
		local last = self._recentAuraLockoutAt[name]
		-- Use a wider window here because sync confirmation can be delayed by ~2s.
		if type(last) == "number" and (now - last) < 3.0 then
			TrigDebug("OnAuraGain LOCKOUT DEDUP BLOCKED spellId=" .. tostring(spellId) .. " name=" .. tostring(name))
			return
		end
		self._recentAuraLockoutAt[name] = now
	end
	TrigDebug("OnAuraGain EMITTING spellId=" .. tostring(spellId) .. " name=" .. tostring(name) .. " src=" .. tostring(source or "?"))
	self:FireEvent("AURA_GAIN", {
		eventType = "AURA_GAIN",
		event = "GAIN",
		spellId = spellId,
		spellName = name or ("Spell #" .. tostring(spellId)),
	})
end

function Triggers:_IsAuraPresent(spellId)
	if type(spellId) ~= "number" or spellId <= 0 then return false, 0 end
	local aura = nil
	if AuraUtil and AuraUtil.FindAuraBySpellId then
		local ok, res = pcall(AuraUtil.FindAuraBySpellId, spellId, "player", "HELPFUL")
		if ok then aura = res end
		if not aura then
			ok, res = pcall(AuraUtil.FindAuraBySpellId, spellId, "player", "HARMFUL")
			if ok then aura = res end
		end
	end
	if not aura and UnitAura then
		for i = 1, 40 do
			local ok, name, _, count, _, _, _, _, _, sid = pcall(UnitAura, "player", i, "HELPFUL")
			if not ok then break end
			if not name then break end
			local okEq, eq = pcall(function() return sid == spellId end)
			if okEq and eq then
				aura = { applications = count }
				break
			end
		end
		if not aura then
			for i = 1, 40 do
				local ok, name, _, count, _, _, _, _, _, sid = pcall(UnitAura, "player", i, "HARMFUL")
				if not ok then break end
				if not name then break end
				local okEq, eq = pcall(function() return sid == spellId end)
				if okEq and eq then
					aura = { applications = count }
					break
				end
			end
		end
	end
	local stacks = aura and aura.applications or 0
	if type(stacks) ~= "number" then stacks = 0 end
	return aura ~= nil, stacks
end

function Triggers:_CheckAuraGainFade()
	if self._hasAuraGainFade ~= true then return end
	local watch = self._auraWatchIds
	if type(watch) ~= "table" then return end
	self._auraPresent = self._auraPresent or {}
	local sids = {}
	for sid in pairs(watch) do
		sids[#sids + 1] = sid
	end
	table.sort(sids)
	for _, sid in ipairs(sids) do
		if type(sid) == "number" and sid > 0 then
			local present = self:_IsAuraPresent(sid)
			local was = self._auraPresent[sid] == true
			if present and not was then
				TrigDebug("AuraGain spellId=" .. tostring(sid))
				self:OnAuraGain(sid)
			elseif (not present) and was then
				TrigDebug("AuraFade spellId=" .. tostring(sid))
				self:OnAuraFade(sid)
			end
		end
	end
end

function Triggers:OnAuraFade(spellId, source)
	if type(spellId) ~= "number" or spellId <= 0 then return end
	local now = Now()
	if source == "core-rm" or source == "core" then
		if self._auraCoreLastSeenAt then
			self._auraCoreLastSeenAt[spellId] = nil
		end
		self._auraSyncLastSeenAt = self._auraSyncLastSeenAt or {}
		self._auraSyncLastSeenAt[spellId] = now
		self._auraSyncMissCount = self._auraSyncMissCount or {}
		self._auraSyncMissCount[spellId] = 0
		self._auraSyncPresentCount = self._auraSyncPresentCount or {}
		self._auraSyncPresentCount[spellId] = 0
	end
	self._auraPresent = self._auraPresent or {}
	if self._auraPresent[spellId] == false then
		-- Already not present, skip duplicate
		TrigDebug("OnAuraFade DEDUP BLOCKED spellId=" .. tostring(spellId) .. " src=" .. tostring(source or "?"))
		return
	end
	self._auraPresent[spellId] = false
	local name = SafeSpellName(spellId)
	if IsBloodlustLockoutName(name) then
		-- Only clear the long lockout suppression window when the core reports a real removal.
		-- Sync fades can be transient enumeration failures.
		if source == "core" or source == "core-rm" then
			if self._lockoutAuraGainAt then
				self._lockoutAuraGainAt[name] = nil
			end
		end

		self._recentAuraLockoutFadeAt = self._recentAuraLockoutFadeAt or {}
		local last = self._recentAuraLockoutFadeAt[name]
		if type(last) == "number" and (now - last) < 0.15 then
			TrigDebug("OnAuraFade LOCKOUT DEDUP BLOCKED spellId=" .. tostring(spellId) .. " name=" .. tostring(name))
			return
		end
		self._recentAuraLockoutFadeAt[name] = now
	end
	TrigDebug("OnAuraFade EMITTING spellId=" .. tostring(spellId) .. " name=" .. tostring(name) .. " src=" .. tostring(source or "?"))
	self:FireEvent("AURA_FADE", {
		eventType = "AURA_FADE",
		event = "FADE",
		spellId = spellId,
		spellName = name or ("Spell #" .. tostring(spellId)),
	})
end

function Triggers:SyncWatchedAurasFromCore()
	if not self:IsEnabled() then
		TrigDebug("AuraSync: skip (triggers disabled)")
		return
	end
	GetTrackedTriggerList(self)
	local watch = self._auraWatchIds
	if type(watch) ~= "table" then
		TrigDebug("AuraSync: skip (no watch table; hasAuraGainFade=" .. tostring(self._hasAuraGainFade) .. ")")
		return
	end
	self._auraPresent = self._auraPresent or {}

	local function SafeAuraSpellId(auraData)
		if type(auraData) ~= "table" then return nil end
		local sid = auraData.spellId or auraData.spellID
		-- WoW 12.x can surface "secret" numeric values that are unsafe to order-compare.
		return (type(sid) == "number") and sid or nil
	end

	local function IsAuraPresent(sid)
		if type(sid) ~= "number" or sid <= 0 then return false end
		-- Synthetic presence fallback for auras that cannot be enumerated reliably in WoW 12.x during combat.
		if self._syntheticAuraExpireAt and type(self._syntheticAuraExpireAt[sid]) == "number" then
			local now = GetTime and GetTime() or 0
			if now < (self._syntheticAuraExpireAt[sid] or 0) then
				return true
			end
		end
		local wantName = SafeSpellName(sid)
		-- Fast path if available
		if AuraUtil and AuraUtil.FindAuraBySpellId then
			local ok, aura = pcall(AuraUtil.FindAuraBySpellId, sid, "player", "HELPFUL")
			if ok and aura then return true end
			ok, aura = pcall(AuraUtil.FindAuraBySpellId, sid, "player", "HARMFUL")
			if ok and aura then return true end
			-- Do NOT early-return false here. During loading screens / API transitional states,
			-- FindAuraBySpellId can transiently fail to report an aura. Fall through to
			-- enumeration and name matching below to reduce false negatives.
		end

		-- Fallback: enumerate auras and compare spellId when provided
		if AuraUtil and AuraUtil.ForEachAura then
			local found = false
			pcall(function()
				AuraUtil.ForEachAura("player", "HELPFUL", 255, function(auraData)
					local asid = SafeAuraSpellId(auraData)
					local okEq, eq = pcall(function() return asid == sid end)
					if okEq and eq then found = true; return false end
					if wantName and type(auraData) == "table" and type(auraData.name) == "string" then
						local okNameEq, nameEq = pcall(function() return auraData.name == wantName end)
						if okNameEq and nameEq then found = true; return false end
					end
					return true
				end, true)
			end)
			if found then return true end
			pcall(function()
				AuraUtil.ForEachAura("player", "HARMFUL", 255, function(auraData)
					local asid = SafeAuraSpellId(auraData)
					local okEq, eq = pcall(function() return asid == sid end)
					if okEq and eq then found = true; return false end
					if wantName and type(auraData) == "table" and type(auraData.name) == "string" then
						local okNameEq, nameEq = pcall(function() return auraData.name == wantName end)
						if okNameEq and nameEq then found = true; return false end
					end
					return true
				end, true)
			end)
			if (not found) and sid == 107574 then
				local dl = (Addon and Addon.GetDebugLevel and Addon:GetDebugLevel("triggers"))
					or ((ZSBT.db and ZSBT.db.profile and ZSBT.db.profile.diagnostics and (ZSBT.db.profile.diagnostics.debugLevel or 0)) or 0)
				if dl >= 4 then
					local tNow = GetTime and GetTime() or 0
					if (tNow - (self._avatarAuraDebugAt or 0)) > 1.0 then
						self._avatarAuraDebugAt = tNow
						local okWN, sWN = pcall(tostring, wantName)
						if not okWN or type(sWN) ~= "string" then sWN = "<nil>" end
						local parts = {}
						pcall(function()
							local seen = 0
							AuraUtil.ForEachAura("player", "HELPFUL", 40, function(auraData)
								seen = seen + 1
								local an = type(auraData) == "table" and auraData.name or nil
								local asid = SafeAuraSpellId(auraData)
								local okN, sN = pcall(tostring, an)
								if not okN or type(sN) ~= "string" then sN = "<noname>" end
								local okSid, sSid = pcall(tostring, asid)
								if not okSid or type(sSid) ~= "string" then sSid = "<nosid>" end
								parts[#parts + 1] = sN .. "#" .. sSid
								if seen >= 12 then return false end
								return true
							end, true)
						end)
						pcall(function()
							TrigDebug("AuraSync: Avatar not found; wantName=" .. sWN .. " helpful[1..12]=" .. table.concat(parts, ","))
						end)
					end
				end
			end
			return found
		end

		if C_UnitAuras and C_UnitAuras.GetAuraDataByIndex then
			for i = 1, 255 do
				local ok, auraData = pcall(C_UnitAuras.GetAuraDataByIndex, "player", i, "HELPFUL")
				if not ok or not auraData then break end
				local asid = SafeAuraSpellId(auraData)
				local okEq, eq = pcall(function() return asid == sid end)
				if okEq and eq then return true end
				if wantName and type(auraData.name) == "string" then
					local okNameEq, nameEq = pcall(function() return auraData.name == wantName end)
					if okNameEq and nameEq then return true end
				end
			end
			for i = 1, 255 do
				local ok, auraData = pcall(C_UnitAuras.GetAuraDataByIndex, "player", i, "HARMFUL")
				if not ok or not auraData then break end
				local asid = SafeAuraSpellId(auraData)
				local okEq, eq = pcall(function() return asid == sid end)
				if okEq and eq then return true end
				if wantName and type(auraData.name) == "string" then
					local okNameEq, nameEq = pcall(function() return auraData.name == wantName end)
					if okNameEq and nameEq then return true end
				end
			end
			-- fall through to UnitAura fallback
		end

		-- Last-resort fallback: UnitAura iteration.
		-- In some 12.x builds, spellId on auraData can be secret/unreliable; UnitAura can still provide usable spellId/name.
		if UnitAura then
			for i = 1, 40 do
				local ok, name, _, _, _, _, _, _, _, sid2 = pcall(UnitAura, "player", i, "HELPFUL")
				if not ok then break end
				if not name then break end
				local okEq, eq = pcall(function() return sid2 == sid end)
				if okEq and eq then return true end
				if wantName and type(name) == "string" then
					local okNameEq, nameEq = pcall(function() return name == wantName end)
					if okNameEq and nameEq then return true end
				end
			end
			for i = 1, 40 do
				local ok, name, _, _, _, _, _, _, _, sid2 = pcall(UnitAura, "player", i, "HARMFUL")
				if not ok then break end
				if not name then break end
				local okEq, eq = pcall(function() return sid2 == sid end)
				if okEq and eq then return true end
				if wantName and type(name) == "string" then
					local okNameEq, nameEq = pcall(function() return name == wantName end)
					if okNameEq and nameEq then return true end
				end
			end
		end

		-- Debug helper: when Avatar can't be found, dump what we *do* see.
		if sid == 107574 then
			local dl = (Addon and Addon.GetDebugLevel and Addon:GetDebugLevel("triggers"))
				or ((ZSBT.db and ZSBT.db.profile and ZSBT.db.profile.diagnostics and (ZSBT.db.profile.diagnostics.debugLevel or 0)) or 0)
			if dl >= 4 and UnitAffectingCombat and UnitAffectingCombat("player") then
				local tNow = GetTime and GetTime() or 0
				if (tNow - (self._avatarAuraDebugAt or 0)) > 1.0 then
					self._avatarAuraDebugAt = tNow
					local okWN, sWN = pcall(tostring, wantName)
					if not okWN or type(sWN) ~= "string" then sWN = "<nil>" end
					local parts = {}
					if AuraUtil and AuraUtil.ForEachAura then
						pcall(function()
							local seen = 0
							AuraUtil.ForEachAura("player", "HELPFUL", 40, function(auraData)
								seen = seen + 1
								local an = type(auraData) == "table" and auraData.name or nil
								local asid = SafeAuraSpellId(auraData)
								local okN, sN = pcall(tostring, an)
								if not okN or type(sN) ~= "string" then sN = "<noname>" end
								local okSid, sSid = pcall(tostring, asid)
								if not okSid or type(sSid) ~= "string" then sSid = "<nosid>" end
								parts[#parts + 1] = sN .. "#" .. sSid
								if seen >= 12 then return false end
								return true
							end, true)
						end)
					end
					TrigDebug("AuraSync: Avatar not found; wantName=" .. sWN .. " helpful[1..12]=" .. table.concat(parts, ","))
				end
			end
		end

		return false
	end
	local watchCount = 0
	for _ in pairs(watch) do watchCount = watchCount + 1 end
	if watchCount == 0 then
		TrigDebug("AuraSync: skip (watchCount=0; no AURA_GAIN/AURA_FADE spellIds configured?)")
		return
	end
	local now = GetTime and GetTime() or 0
	self._auraPresent = self._auraPresent or {}
	self._auraSyncLastSeenAt = self._auraSyncLastSeenAt or {}
	self._auraSyncMissCount = self._auraSyncMissCount or {}
	self._auraSyncPresentCount = self._auraSyncPresentCount or {}
	self._auraCoreLastSeenAt = self._auraCoreLastSeenAt or {}
	local coreInit = (ZSBT and ZSBT.Core and ZSBT.Core._auraInitInProgress) == true
	local CORE_SYNC_FADE_GRACE_SEC = 30.0
	local LOCKOUT_SYNC_FADE_GRACE_SEC = 60.0
	local LOCKOUT_SYNC_PRESENT_NEED = 4
	local LOCKOUT_SYNC_MISS_NEED = 12
	local LOCKOUT_SYNC_RECENT_SEEN_GRACE_SEC = 15.0

	for sid in pairs(watch) do
		if type(sid) == "number" then
			local sidName = SafeSpellName(sid)
			local isLockout = IsBloodlustLockoutName(sidName)
			local presentNeed = isLockout and LOCKOUT_SYNC_PRESENT_NEED or 2
			local missNeed = isLockout and LOCKOUT_SYNC_MISS_NEED or 4
			local recentSeenGrace = isLockout and LOCKOUT_SYNC_RECENT_SEEN_GRACE_SEC or 2.0
			local present = IsAuraPresent(sid)
			if sid == 107574 then
				TrigDebug("AuraSync: Avatar present=" .. tostring(present))
			end
			local wasVal = self._auraPresent[sid]
			local was = (wasVal == true)
			-- Bootstrap: do not emit gain/fade for auras that are already present (or absent)
			-- the first time we ever observe them after reload/login.
			if wasVal == nil then
				self._auraPresent[sid] = present == true
				if present then
					self._auraSyncLastSeenAt[sid] = now
					self._auraSyncMissCount[sid] = 0
					self._auraSyncPresentCount[sid] = 0
				else
					self._auraSyncPresentCount[sid] = 0
				end
			else
				if present then
					self._auraSyncLastSeenAt[sid] = now
					self._auraSyncMissCount[sid] = 0
					self._auraSyncPresentCount[sid] = (tonumber(self._auraSyncPresentCount[sid]) or 0) + 1
				else
					self._auraSyncPresentCount[sid] = 0
				end
				-- Skip calling for auras under synthetic detection to prevent doubles
				if self._syntheticAuraExpireAt and type(self._syntheticAuraExpireAt[sid]) == "number" then
					if now < (self._syntheticAuraExpireAt[sid] or 0) then
						-- Synthetic is active for this aura, let synthetic handler manage it
						-- Just update our state to match without firing events
						self._auraPresent[sid] = true
						self._auraSyncLastSeenAt[sid] = now
						self._auraSyncMissCount[sid] = 0
						self._auraSyncPresentCount[sid] = (tonumber(self._auraSyncPresentCount[sid]) or 0) + 1
					else
						-- Synthetic expired, handle normally
						if present and not was then
							if coreInit then
								-- During init windows (reload/login/zone load), sync state without emitting.
								self._auraPresent[sid] = true
								self._auraSyncLastSeenAt[sid] = now
								self._auraSyncMissCount[sid] = 0
								self._auraSyncPresentCount[sid] = 0
							else
								-- Zone/load transitions can produce a single "good" snapshot after a period
								-- of flapping. Require multiple consecutive present scans before emitting.
								local pc = tonumber(self._auraSyncPresentCount[sid]) or 0
								if pc >= presentNeed then
									self._auraSyncPresentCount[sid] = 0
									if isLockout then
										-- Lockout debuffs are long-lived and prone to zone/instance transition flapping.
										-- To avoid false positives/doubles, sync should not emit lockout gain events.
										self._auraPresent[sid] = true
										self._auraSyncLastSeenAt[sid] = now
									else
										self:OnAuraGain(sid, "sync")
									end
								end
							end
						elseif (not present) and was then
							if coreInit then
								-- During init windows, avoid transient fades; keep state as-present.
								self._auraPresent[sid] = true
								self._auraSyncLastSeenAt[sid] = now
								self._auraSyncMissCount[sid] = 0
								self._auraSyncPresentCount[sid] = 0
							else
								local coreSeen = tonumber(self._auraCoreLastSeenAt[sid]) or 0
								if coreSeen > 0 and (now - coreSeen) < (isLockout and LOCKOUT_SYNC_FADE_GRACE_SEC or CORE_SYNC_FADE_GRACE_SEC) then
									self._auraPresent[sid] = true
								else
									local lastSeen = tonumber(self._auraSyncLastSeenAt[sid]) or 0
									if lastSeen > 0 and (now - lastSeen) < recentSeenGrace then
										-- Avoid false fades during transient aura enumeration failures (e.g. zone/instance transitions).
										self._auraPresent[sid] = true
									else
										local miss = tonumber(self._auraSyncMissCount[sid]) or 0
										miss = miss + 1
										self._auraSyncMissCount[sid] = miss
										if lastSeen > 0 and (now - lastSeen) < recentSeenGrace then
											-- Keep state as-present for now; a later sync will confirm real removal.
										elseif miss < missNeed then
											-- Require multiple consecutive misses before treating as a real fade.
											-- (Sync ticker runs ~0.5s; miss>=4 is ~2s of continuous absence.)
										else
											self._auraSyncMissCount[sid] = 0
											self._auraSyncPresentCount[sid] = 0
											if isLockout then
												-- Lockout fades should be driven by the core to avoid transient sync misses.
												self._auraPresent[sid] = true
												self._auraSyncLastSeenAt[sid] = now
											else
												self:OnAuraFade(sid, "sync")
											end
										end
									end
								end
							end
						end
					end
				else
					if present and not was then
						if coreInit then
							-- During init windows (reload/login/zone load), sync state without emitting.
							self._auraPresent[sid] = true
							self._auraSyncLastSeenAt[sid] = now
							self._auraSyncMissCount[sid] = 0
							self._auraSyncPresentCount[sid] = 0
						else
							-- Zone/load transitions can produce a single "good" snapshot after a period
							-- of flapping. Require multiple consecutive present scans before emitting.
							local pc = tonumber(self._auraSyncPresentCount[sid]) or 0
							if pc >= presentNeed then
								self._auraSyncPresentCount[sid] = 0
								if isLockout then
									-- Lockout debuffs are long-lived and prone to zone/instance transition flapping.
									-- To avoid false positives/doubles, sync should not emit lockout gain events.
									self._auraPresent[sid] = true
									self._auraSyncLastSeenAt[sid] = now
								else
									self:OnAuraGain(sid, "sync")
								end
							end
						end
					elseif (not present) and was then
						if coreInit then
							-- During init windows, avoid transient fades; keep state as-present.
							self._auraPresent[sid] = true
							self._auraSyncLastSeenAt[sid] = now
							self._auraSyncMissCount[sid] = 0
							self._auraSyncPresentCount[sid] = 0
						else
							local coreSeen = tonumber(self._auraCoreLastSeenAt[sid]) or 0
							if coreSeen > 0 and (now - coreSeen) < (isLockout and LOCKOUT_SYNC_FADE_GRACE_SEC or CORE_SYNC_FADE_GRACE_SEC) then
								self._auraPresent[sid] = true
							else
								local lastSeen = tonumber(self._auraSyncLastSeenAt[sid]) or 0
								if lastSeen > 0 and (now - lastSeen) < recentSeenGrace then
									-- Avoid false fades during transient aura enumeration failures (e.g. zone/instance transitions).
									self._auraPresent[sid] = true
								else
									local miss = tonumber(self._auraSyncMissCount[sid]) or 0
									miss = miss + 1
									self._auraSyncMissCount[sid] = miss
									if lastSeen > 0 and (now - lastSeen) < recentSeenGrace then
										-- Keep state as-present for now; a later sync will confirm real removal.
									elseif miss < missNeed then
										-- Require multiple consecutive misses before treating as a real fade.
										-- (Sync ticker runs ~0.5s; miss>=4 is ~2s of continuous absence.)
									else
										self._auraSyncMissCount[sid] = 0
										self._auraSyncPresentCount[sid] = 0
										if isLockout then
											-- Lockout fades should be driven by the core to avoid transient sync misses.
											self._auraPresent[sid] = true
											self._auraSyncLastSeenAt[sid] = now
										else
											self:OnAuraFade(sid, "sync")
										end
									end
								end
							end
						end
					end
				end
			end
		end
	end
end

function Triggers:OnCooldownReady(event)
	if type(event) ~= "table" then return end
	local spellId = event.spellId
	local spellName = event.spellName or SafeSpellName(spellId)
	TrigDebug("OnCooldownReady ENTER spellId=" .. tostring(spellId) .. " spellName=" .. tostring(spellName))
	self:FireEvent("COOLDOWN_READY", {
		eventType = "COOLDOWN_READY",
		event = "READY",
		spellId = spellId,
		spellName = spellName or (spellId and ("Spell #" .. tostring(spellId)) or "Cooldown"),
	})
	TrigDebug("OnCooldownReady EXIT spellId=" .. tostring(spellId))
end

function Triggers:OnLowHealth(pct, threshold)
	self:FireEvent("LOW_HEALTH", {
		eventType = "LOW_HEALTH",
		event = "LOW_HEALTH",
		pct = pct,
		threshold = threshold,
	})
end

GetTrackedTriggerList = function(self)
	local tdb = GetDB()
	local list = tdb and tdb.items
	if type(list) ~= "table" then return nil end
	self._spellUsableList = nil
	self._resourceList = nil
	self._auraStacksList = nil
	self._auraWatchIds = nil
	self._hasAuraGainFade = false

	local su, res, ast = {}, {}, {}
	local watch = {}
	for idx, trig in pairs(list) do
		if type(trig) == "table" and trig.enabled ~= false and type(trig.eventType) == "string" then
			-- Coerce spellId to number for spellId-based triggers when the UI stores it as a string.
			if trig.eventType == "SPELL_USABLE" or trig.eventType == "COOLDOWN_READY" or trig.eventType == "SPELLCAST_SUCCEEDED" or trig.eventType == "AURA_STACKS" then
				local sid = trig.spellId
				if type(sid) == "string" then
					local n = tonumber(sid)
					if type(n) == "number" and n > 0 then
						trig.spellId = n
						TrigDebug("Trigger spellId coerced to number: eventType=" .. tostring(trig.eventType) .. " spellId=" .. tostring(n))
					end
				end
			end

			if trig.eventType == "SPELL_USABLE" then
				su[#su + 1] = trig
			elseif trig.eventType == "RESOURCE_THRESHOLD" then
				res[#res + 1] = trig
			elseif trig.eventType == "AURA_STACKS" then
				ast[#ast + 1] = trig
			elseif trig.eventType == "AURA_GAIN" or trig.eventType == "AURA_FADE" then
				self._hasAuraGainFade = true
				local sid = trig.spellId
				if type(sid) == "string" then
					local n = tonumber(sid)
					if type(n) == "number" and n > 0 then
						trig.spellId = n
						sid = n
						TrigDebug("Aura trigger spellId coerced to number: " .. tostring(n))
					end
				end
				if type(sid) == "number" and sid > 0 then
					watch[sid] = true
				else
					self._warnMissingAuraSpellId = self._warnMissingAuraSpellId or {}
					local warnKey = tostring(trig.id or trig._key or ("idx_" .. tostring(idx) .. "_" .. tostring(trig.eventType)))
					if self._warnMissingAuraSpellId[warnKey] ~= true then
						self._warnMissingAuraSpellId[warnKey] = true
						TrigDebug("Aura trigger missing numeric spellId: eventType=" .. tostring(trig.eventType) .. " spellId=" .. tostring(sid))
					end
				end
			end
		end
	end
	self._spellUsableList = su
	self._resourceList = res
	self._auraStacksList = ast
	self._auraWatchIds = watch
	return list
end

function Triggers:OnSpellcastSucceeded(unit, spellId)
	if unit ~= "player" and unit ~= "pet" then return end
	if type(spellId) ~= "number" then return end
	local name = SafeSpellName(spellId)
	self:FireEvent("SPELLCAST_SUCCEEDED", {
		eventType = "SPELLCAST_SUCCEEDED",
		event = "SUCCEEDED",
		unit = unit,
		spellId = spellId,
		spellName = name or ("Spell #" .. tostring(spellId)),
	})

	-- WoW 12.x: some auras may not be enumerable during combat via AuraUtil/C_UnitAuras/UnitAura.
	-- For watched auras, synthesize AURA_GAIN/FADE based on cast success as a fallback.
	-- Map: spellId -> duration (seconds). Add entries here for auras that need synthetic detection.
	local SYNTHETIC_AURA_DURATIONS = {
		[107574] = 20.0, -- Avatar (Arms/Fury)
	}
	if unit == "player" and type(spellId) == "number" then
		local dur = SYNTHETIC_AURA_DURATIONS[spellId]
		if dur and dur > 0 then
			GetTrackedTriggerList(self)
			local watch = self._auraWatchIds
			if type(watch) == "table" and watch[spellId] == true then
				self._syntheticAuraExpireAt = self._syntheticAuraExpireAt or {}
				local now = GetTime and GetTime() or 0
				self._syntheticAuraExpireAt[spellId] = now + dur
				self:OnAuraGain(spellId, "cast")
				if C_Timer and C_Timer.After then
					C_Timer.After(dur + 0.10, function()
						local now2 = GetTime and GetTime() or 0
						if self._syntheticAuraExpireAt and type(self._syntheticAuraExpireAt[spellId]) == "number" then
							if now2 >= (self._syntheticAuraExpireAt[spellId] or 0) then
								self._syntheticAuraExpireAt[spellId] = nil
								self:OnAuraFade(spellId, "expire")
							end
						end
					end)
				end
			end
		end
	end
end

function Triggers:OnEnterCombat()
	self:FireEvent("ENTER_COMBAT", {
		eventType = "ENTER_COMBAT",
		event = "ENTER_COMBAT",
		unit = "player",
	})
end

function Triggers:OnLeaveCombat()
	self:FireEvent("LEAVE_COMBAT", {
		eventType = "LEAVE_COMBAT",
		event = "LEAVE_COMBAT",
		unit = "player",
	})
end

function Triggers:OnTargetChanged()
	self:FireEvent("TARGET_CHANGED", {
		eventType = "TARGET_CHANGED",
		event = "TARGET_CHANGED",
		unit = "target",
	})
end

function Triggers:OnEquipmentChanged(slotId, hasItem)
	self:FireEvent("EQUIPMENT_CHANGED", {
		eventType = "EQUIPMENT_CHANGED",
		event = "EQUIPMENT_CHANGED",
		unit = "player",
		value = tonumber(slotId),
		threshold = (hasItem == true) and 1 or 0,
	})
end

function Triggers:OnSpecChanged(unit)
	if unit and unit ~= "player" then return end
	self:FireEvent("SPEC_CHANGED", {
		eventType = "SPEC_CHANGED",
		event = "SPEC_CHANGED",
		unit = "player",
	})
end

function Triggers:OnCombatLogEvent()
	if not CombatLogGetCurrentEventInfo then return end
	local ok, _, subEvent, _, sourceGUID, _, _, _, destGUID, destName = pcall(CombatLogGetCurrentEventInfo)
	if not ok then return end
	if subEvent ~= "PARTY_KILL" then return end
	if not UnitGUID then return end
	local playerGUID = UnitGUID("player")
	if not playerGUID or sourceGUID ~= playerGUID then return end

	self:FireEvent("KILLING_BLOW", {
		eventType = "KILLING_BLOW",
		event = "PARTY_KILL",
		unit = "player",
		spellName = destName,
		value = destName,
		threshold = destGUID,
	})
end

local function IsInCombat()
	if UnitAffectingCombat then
		local ok, res = pcall(UnitAffectingCombat, "player")
		if ok and type(res) == "boolean" then return res end
	end
	return false
end

local function SafeIsUsableSpell(spellId)
	if type(spellId) ~= "number" then return false end
	-- IMPORTANT: In modern clients, many cooldown/charge values can be returned as
	-- "secret" numeric types. Direct numeric comparisons can throw hard errors.
	-- Only compare values that pass ZSBT.IsSafeNumber.
	local isSafeNumber = ZSBT and ZSBT.IsSafeNumber

	-- Prefer our own cooldown detector state if available (safe + combat reliable).
	local cdParser = ZSBT and ZSBT.Parser and ZSBT.Parser.Cooldowns
	local cdState = cdParser and cdParser._state and cdParser._state[spellId]
	if cdState and cdState.isOnCD == true then
		return false
	end

	local cooldownOk = true
	if C_Spell and C_Spell.GetSpellCharges then
		local okc, info = pcall(C_Spell.GetSpellCharges, spellId)
		if okc and type(info) == "table" then
			local cur = info.currentCharges
			local max = info.maxCharges
			if isSafeNumber and isSafeNumber(cur) and isSafeNumber(max) and max > 0 then
				cooldownOk = (cur > 0) and true or false
			end
		end
	end
	if cooldownOk and C_Spell and C_Spell.GetSpellCooldown then
		local okcd, cd = pcall(C_Spell.GetSpellCooldown, spellId)
		if okcd and type(cd) == "table" then
			local dur = cd.duration
			local start = cd.startTime
			if isSafeNumber and isSafeNumber(dur) and isSafeNumber(start) then
				if dur > 0 then
					cooldownOk = false
				end
			end
		end
	end
	if cooldownOk ~= true then return false end
	if C_Spell and C_Spell.IsSpellUsable then
		local ok, usable = pcall(C_Spell.IsSpellUsable, spellId)
		if ok and type(usable) == "boolean" then return usable end
	end
	if IsUsableSpell then
		local ok, usable = pcall(IsUsableSpell, spellId)
		if ok and type(usable) == "boolean" then return usable end
	end
	return false
end

function Triggers:Enable()
	if self._enabled2 then return end
	self._enabled2 = true
	self._lastAt = {}
	self._lastUsable = {}
	self._lastUnusableAt = {}
	GetTrackedTriggerList(self)

	local function CanRegisterEvents()
		-- Be conservative: if we can't positively confirm we're out of combat
		-- lockdown, do NOT call RegisterEvent (it can hard-error/taint the addon).
		if not UnitAffectingCombat then
			return false
		end
		local okCombat, inCombat = pcall(UnitAffectingCombat, "player")
		if not okCombat or type(inCombat) ~= "boolean" then
			return false
		end
		if inCombat == true then
			return false
		end
		if not InCombatLockdown then
			return false
		end
		local ok, locked = pcall(InCombatLockdown)
		if not ok then
			return false
		end
		if type(locked) ~= "boolean" then
			return false
		end
		if locked == true then
			return false
		end
		return true
	end

	local function RegisterEvents() end

	if not self._frame then
		self._frame = CreateFrame("Frame")
		self._frame:SetScript("OnEvent", function(_, event, ...)
			if not Triggers:IsEnabled() then return end
			GetTrackedTriggerList(Triggers)
			if event == "COMBAT_LOG_EVENT_UNFILTERED" then
				Triggers:OnCombatLogEvent()
				return
			end
			if event == "PLAYER_TARGET_CHANGED" then
				Triggers:OnTargetChanged()
				return
			end
			if event == "UNIT_POWER_UPDATE" or event == "UNIT_DISPLAYPOWER" then
				local unit = ...
				if unit == "player" then
					Triggers:_CheckResources(event)
				end
				return
			end
			if event == "UNIT_AURA" then
				local unit = ...
				if unit == "player" then
					Triggers:_CheckAuraGainFade()
					Triggers:_CheckAuraStacks()
				end
				return
			end
			if event == "UNIT_SPELLCAST_SUCCEEDED" then
				local unit, _, spellId = ...
				Triggers:OnSpellcastSucceeded(unit, spellId)
				return
			end
			if event == "PLAYER_REGEN_DISABLED" then
				Triggers:OnEnterCombat()
				return
			end
			if event == "PLAYER_REGEN_ENABLED" then
				Triggers:OnLeaveCombat()
				return
			end
			if event == "PLAYER_EQUIPMENT_CHANGED" then
				local slotId, hasItem = ...
				Triggers:OnEquipmentChanged(slotId, hasItem)
				return
			end
			if event == "PLAYER_SPECIALIZATION_CHANGED" then
				local unit = ...
				Triggers:OnSpecChanged(unit)
				return
			end
		end)
	end

	-- NOTE: Temporarily disable event registration here because some client
	-- states are treating Frame:RegisterEvent as protected at load time and
	-- will disable the addon. We'll rework Triggers to piggyback on a known
	-- safe event dispatcher.
	self._pendingRegister = nil
	if self._registerRetryTicker then
		self._registerRetryTicker:Cancel()
		self._registerRetryTicker = nil
	end

	if not self._spellUsableTicker and C_Timer and C_Timer.NewTicker then
		self._spellUsableTicker = C_Timer.NewTicker(0.25, function()
			if not Triggers:IsEnabled() then return end
			GetTrackedTriggerList(Triggers)
			if Triggers.SyncWatchedAurasFromCore then
				local now = Now()
				if not Triggers._lastAuraSyncAt or (now - Triggers._lastAuraSyncAt) >= 0.5 then
					Triggers._lastAuraSyncAt = now
					local ok, err = pcall(function() Triggers:SyncWatchedAurasFromCore() end)
					if not ok and Addon and Addon.Print then
						Addon:Print("[TRG] AuraSync error: " .. tostring(err))
					end
				end
			end
			Triggers:_CheckSpellUsable()
		end)
	end
end

function Triggers:Disable()
	self._enabled2 = false
	self._pendingRegister = nil
	if self._registerRetryTicker then
		self._registerRetryTicker:Cancel()
		self._registerRetryTicker = nil
	end
	if self._frame then
		local okToUnreg = true
		if InCombatLockdown then
			local ok, locked = pcall(InCombatLockdown)
			if ok and locked == true then okToUnreg = false end
		end
		if okToUnreg then
			pcall(function() self._frame:UnregisterAllEvents() end)
		else
			-- In combat lockdown; leave events registered and rely on early return
			-- at top of OnEvent because self._enabled2 is false.
		end
	end
	if self._spellUsableTicker then
		self._spellUsableTicker:Cancel()
		self._spellUsableTicker = nil
	end
end

function Triggers:_CheckResources(source)
	local list = self._resourceList
	if type(list) ~= "table" or #list == 0 then return end

	for _, trig in ipairs(list) do
		local pt = trig.powerType
		local threshold = tonumber(trig.thresholdValue) or 0
		local direction = trig.direction or "BELOW"
		local powerTypeEnum = nil
		if type(pt) == "string" and pt ~= "" and _G and _G[pt] then
			powerTypeEnum = _G[pt]
		end
		local p = nil
		local maxp = nil
		if UnitPower then
			local ok, v = pcall(UnitPower, "player", powerTypeEnum)
			if ok and type(v) == "number" then p = v end
		end
		if UnitPowerMax then
			local ok, v = pcall(UnitPowerMax, "player", powerTypeEnum)
			if ok and type(v) == "number" then maxp = v end
		end
		if ZSBT.IsSafeNumber and ZSBT.IsSafeNumber(p) then
			local pass = (direction == "ABOVE") and (p >= threshold) or (p <= threshold)
			if pass and PassThrottle(self, trig) then
				self:FireEvent("RESOURCE_THRESHOLD", {
					eventType = "RESOURCE_THRESHOLD",
					event = "POWER",
					unit = "player",
					powerType = pt or "",
					value = p,
					threshold = threshold,
					pct = (ZSBT.IsSafeNumber(maxp) and maxp > 0) and math.floor(((p / maxp) * 100) + 0.5) or nil,
				})
			end
		end
	end
end

function Triggers:_CheckAuraStacks()
	local list = self._auraStacksList
	if type(list) ~= "table" or #list == 0 then return end

	for _, trig in ipairs(list) do
		local sid = trig.spellId
		if type(sid) == "number" and sid > 0 then
			local minStacks = tonumber(trig.minStacks) or 0
			local maxStacks = tonumber(trig.maxStacks) or nil
			local stacks = 0
			if AuraUtil and AuraUtil.FindAuraBySpellId then
				local aura = AuraUtil.FindAuraBySpellId(sid, "player", "HELPFUL")
				stacks = aura and aura.applications or 0
			end
			if type(stacks) ~= "number" then stacks = 0 end
			local pass = stacks >= minStacks
			if pass and type(maxStacks) == "number" then
				pass = stacks <= maxStacks
			end
			if pass and PassThrottle(self, trig) then
				self:FireEvent("AURA_STACKS", {
					eventType = "AURA_STACKS",
					event = "STACKS",
					unit = "player",
					spellId = sid,
					spellName = SafeSpellName(sid) or ("Spell #" .. tostring(sid)),
					stacks = stacks,
					threshold = minStacks,
				})
			end
		end
	end
end

function Triggers:_CheckSpellUsable()
	local list = self._spellUsableList
	if type(list) ~= "table" or #list == 0 then return end
	self._lastUsable = self._lastUsable or {}
	self._lastUnusableAt = self._lastUnusableAt or {}
	local now = (type(GetTime) == "function") and GetTime() or 0

	for _, trig in ipairs(list) do
		local sid = trig.spellId
		if type(sid) == "number" and sid > 0 then
			local onlyCombat = trig.onlyInCombat ~= false
			local inCombat = IsInCombat()
			if (not onlyCombat) or inCombat then
				local usable = SafeIsUsableSpell(sid)
				local cdDur, cdStart = nil, nil
				if C_Spell and C_Spell.GetSpellCooldown then
					local okcd, cd = pcall(C_Spell.GetSpellCooldown, sid)
					if okcd and type(cd) == "table" then
						cdDur = cd.duration
						cdStart = cd.startTime
					end
				end
				local chCur, chMax = nil, nil
				if C_Spell and C_Spell.GetSpellCharges then
					local okch, info = pcall(C_Spell.GetSpellCharges, sid)
					if okch and type(info) == "table" then
						chCur = info.currentCharges
						chMax = info.maxCharges
					end
				end
				local key = trig.id or trig._key or sid
				local wasUsable = self._lastUsable[key] == true
				self._lastUsable[key] = usable and true or false
				local rearmSec = tonumber(trig.rearmUnusableSec) or 0
				local lastUnusable = self._lastUnusableAt[key]

				-- Track when we last observed the spell as unusable.
				if not usable then
					if (not lastUnusable) or wasUsable then
						self._lastUnusableAt[key] = now
						lastUnusable = now
					end
				end

				-- Fire only on edge (unusable -> usable)
				local isEdge = usable and (not wasUsable)
				local rearmOk = true
				local sinceUnusable = nil
				if rearmSec > 0 then
					if type(lastUnusable) == "number" then
						sinceUnusable = now - lastUnusable
						rearmOk = sinceUnusable >= rearmSec
					else
						rearmOk = true
					end
				end
				local passThrottle = isEdge and rearmOk and PassThrottle(self, trig)
				if isEdge and rearmOk and passThrottle then
					self:FireEvent("SPELL_USABLE", {
						eventType = "SPELL_USABLE",
						event = "USABLE",
						_skipThrottle = true,
						unit = "player",
						spellId = sid,
						spellName = SafeSpellName(sid) or ("Spell #" .. tostring(sid)),
					})
				end
			else
			end
		end
	end
end

function Triggers:DebugDump()
	local tdb = GetDB()
	local n = 0
	if tdb and type(tdb.items) == "table" then
		n = #tdb.items
	end
	if Addon and Addon.Print then
		Addon:Print("Triggers: count = " .. tostring(n))
	end
end
