-- Generated by Tools/import-guides.mjs from the RatedTracker website.
-- Do not edit by hand. Website guide data is the source of truth.
local ADDON_NAME, ns = ...

ns.Glossary = {
    categories = {
        {
            id = "objectives",
            title = "Objectives",
            layout = "table",
            entries = {
                {
                    term = "Cap",
                    def = "Capture an objective.",
                    detail = "On node maps this means capturing a base. On flag maps this means capturing the enemy flag.",
                    examples = {
                        "Arathi Basin",
                        "Deepwind Gorge",
                        "Twin Peaks",
                        "Warsong Gulch",
                        "Eye of the Storm",
                    },
                    tags = {
                        "Objectives",
                    },
                    search = "cap capture objective flag base node",
                },
                {
                    term = "Node / Base",
                    def = "A capture point that generates resources while controlled.",
                    tags = {
                        "Objectives",
                    },
                    search = "node base capture point resource domination",
                },
                {
                    term = "Spin",
                    def = "Preventing a node from being captured by surviving on the objective and keeping it contested.",
                    detail = "The goal is to delay the capture rather than secure kills.",
                    tags = {
                        "Objectives",
                        "Role",
                    },
                    search = "spin solo defend stall contest node cap delay",
                },
            },
        },
        {
            id = "buffs-runes",
            title = "Buffs & Runes",
            entries = {
                {
                    term = "CDR",
                    def = "Rune of Frequency.",
                    detail = "Reduces cooldowns.",
                    tags = {
                        "Buff",
                    },
                    search = "cdr cooldown reduction frequency rune",
                },
                {
                    term = "Reset",
                    def = "Cooldown Reset buff.",
                    detail = "Resets major ability cooldowns.",
                    tags = {
                        "Buff",
                    },
                    search = "reset cooldown buff major abilities",
                },
                {
                    term = "Leaf",
                    def = "Restoration Leaf.",
                    detail = "Restores health and mana over time.",
                    tags = {
                        "Buff",
                    },
                    search = "leaf restoration heal mana health rune",
                },
                {
                    term = "Shield",
                    def = "Absorption Shield.",
                    detail = "Absorbs damage equal to 50% of maximum health.",
                    tags = {
                        "Buff",
                    },
                    search = "shield absorption protection absorb damage",
                },
                {
                    term = "Zerker",
                    def = "Berserking rune.",
                    detail = "Increases damage dealt while also increasing damage taken.",
                    tags = {
                        "Buff",
                    },
                    search = "zerker berserking berserk damage rune",
                },
            },
        },
        {
            id = "combat-cooldowns",
            title = "Combat & Cooldowns",
            entries = {
                {
                    term = "GCD",
                    def = "Global Cooldown.",
                    detail = "A short shared timer triggered by most abilities. While the GCD is active you cannot use other GCD abilities until it finishes. Most damage, healing, and utility spells are on the GCD, so you plan sequences around that wait.",
                    tags = {
                        "Combat",
                    },
                    search = "gcd global cooldown ability timer shared cast spell",
                },
                {
                    term = "Globaled",
                    def = "Caught on the Global Cooldown when you needed a defensive.",
                    detail = "When someone says you were globaled, you tried to press a defensive or immunity while the GCD was still running from a prior ability, so it did not fire in time. You were unable to press the defensive because of the GCD; the defensive should have been used earlier, before you committed a GCD ability that left you unable to respond.",
                    tags = {
                        "Combat",
                    },
                    search = "globaled global gcd defensive cooldown too late immune block",
                },
                {
                    term = "Off-GCD",
                    def = "An ability that does not trigger the Global Cooldown.",
                    detail = "Off-GCD abilities can be used during or right after another cast without waiting for the GCD to finish. Many interrupts are off-GCD, which is why a kick can land even when both players are otherwise locked by the GCD. Some defensives and utility spells are off-GCD as well.",
                    tags = {
                        "Combat",
                    },
                    search = "off-gcd off gcd interrupt kick not on global cooldown instant",
                },
            },
        },
        {
            id = "flag-maps",
            title = "Flag Maps",
            subsections = {
                {
                    title = "Flag Carrier Terms",
                    entries = {
                        {
                            term = "FC",
                            def = "Friendly flag carrier.",
                            detail = "The player carrying the enemy flag.",
                            tags = {
                                "Flag Maps",
                                "Role",
                            },
                            search = "fc flag carrier friendly friendly flag",
                        },
                        {
                            term = "EFC",
                            def = "Enemy flag carrier.",
                            detail = "The primary offensive target.",
                            tags = {
                                "Flag Maps",
                                "Role",
                            },
                            search = "efc enemy flag carrier offense target",
                        },
                        {
                            term = "O",
                            def = "Offense.",
                            detail = "Assigned players responsible for pressuring and killing the EFC.",
                            tags = {
                                "Flag Maps",
                                "Role",
                            },
                            search = "o offense attack pressure kill efc",
                        },
                        {
                            term = "D",
                            def = "Defense.",
                            detail = "Assigned players responsible for protecting their FC.",
                            tags = {
                                "Flag Maps",
                                "Role",
                            },
                            search = "d defense protect fc flag carrier",
                        },
                    },
                },
                {
                    title = "Map Callouts",
                    entries = {
                        {
                            term = "FR",
                            def = "Flag room.",
                            detail = "The room in each base where the flag spawns. Pickups, handoffs, and defense stack here before a cap run.",
                            tags = {
                                "Flag Maps",
                            },
                            search = "fr flag room base spawn warsong twin peaks",
                        },
                        {
                            term = "GY",
                            def = "Graveyard.",
                            detail = "Where your team respawns after a death. Flag maps usually have a graveyard near each base plus additional mid graveyards.",
                            tags = {
                                "Flag Maps",
                            },
                            search = "gy graveyard respawn spawn flag maps",
                        },
                        {
                            term = "Ramp",
                            def = "The area near a graveyard where players descend into midfield.",
                            detail = "Common path for flag carriers and peels moving between base and mid. \"On ramp\" usually means the open slope beside that graveyard, not the tunnel.",
                            tags = {
                                "Flag Maps",
                            },
                            search = "ramp graveyard mid descent slope flag maps",
                        },
                        {
                            term = "Tunnel",
                            def = "The underground passage from a base side into midfield.",
                            detail = "Each team has a tunnel on **Warsong Gulch**. Flag carriers often cap through tunnel; offense uses it to cut off returns. Narrow choke for roots, traps, and stuns.",
                            tags = {
                                "Flag Maps",
                            },
                            search = "tunnel underground mid path flag warsong gulch wsg cap choke",
                        },
                    },
                },
                {
                    title = "Flag Mechanics",
                    entries = {
                        {
                            term = "Focused Assault",
                            def = "Flag carrier debuff that starts stacking when either flag is picked up.",
                            detail = "Stacks tick on both carriers from the first pickup; a late pickup does not start at zero. Each stack increases damage taken, reduces healing received, and reduces absorb effects. Stacks every 15 seconds in Blitz. At 5 stacks it becomes Brutal Assault.",
                            tags = {
                                "Flag Maps",
                            },
                            search = "focused assault flag debuff stacks healing absorb",
                        },
                        {
                            term = "Brutal Assault",
                            def = "Upgraded version of Focused Assault after 5 stacks.",
                            detail = "Stacks continue increasing until a flag is captured or returned.",
                            tags = {
                                "Flag Maps",
                            },
                            search = "brutal assault focused assault 5 stacks flag",
                        },
                        {
                            term = "Empowered Carrier",
                            def = "Blitz-only mechanic in non-tank lobbies.",
                            detail = "Flag carriers gain +10% health, +30% movement speed, and 25% damage reduction for 4 seconds after being stunned. If any tank is present, this mechanic is disabled for both teams.",
                            tags = {
                                "Flag Maps",
                            },
                            search = "empowered carrier flag tank health speed damage reduction stun",
                        },
                    },
                },
                {
                    title = "Flag Strategy",
                    entries = {
                        {
                            term = "Pres Gap",
                            def = "One team has a Preservation Evoker flag carrier while the other does not.",
                            tags = {
                                "Flag Maps",
                                "Strategy",
                            },
                            search = "pres gap preservation evoker flag carrier",
                        },
                        {
                            term = "Turtle",
                            def = "Stacking most or all players around your own flag carrier after capturing.",
                            detail = "Generally considered a poor strategy because it gives the opposing offense complete map control.",
                            tags = {
                                "Flag Maps",
                                "Strategy",
                            },
                            search = "turtle turtling stack defense flag carrier",
                        },
                    },
                },
            },
        },
        {
            id = "roles",
            title = "Roles & Assignments",
            entries = {
                {
                    term = "Offense",
                    def = "Assigned to kill or pressure the enemy objective.",
                    tags = {
                        "Role",
                    },
                    search = "offense attack pressure objective kill efc",
                },
                {
                    term = "Defense",
                    def = "Assigned to defend friendly objectives or the flag carrier.",
                    tags = {
                        "Role",
                    },
                    search = "defense defend protect objective flag carrier fc",
                },
                {
                    term = "Floater",
                    def = "A player who answers incoming calls - they float between objectives to help wherever the next inc needs bodies.",
                    tags = {
                        "Role",
                    },
                    search = "floater float rotate flex help objectives inc incoming",
                },
                {
                    term = "Roamer",
                    def = "A player assigned to move between objectives independently, looking for picks, cross-rotates, or pressure away from the main fight.",
                    detail = "Roamers operate on their own rather than anchoring one base or stacking the primary teamfight.",
                    tags = {
                        "Role",
                    },
                    search = "roamer roam pick cross pressure independent rotate skirmish",
                },
                {
                    term = "Anchor",
                    def = "A player assigned to permanently defend one node.",
                    tags = {
                        "Role",
                    },
                    search = "anchor defend node base permanent",
                },
                {
                    term = "Escort",
                    def = "Protecting the flag carrier while moving.",
                    tags = {
                        "Role",
                        "Flag Maps",
                    },
                    search = "escort protect flag carrier fc moving",
                },
                {
                    term = "Rotate",
                    def = "Leaving one objective to reinforce another.",
                    tags = {
                        "Role",
                        "Strategy",
                    },
                    search = "rotate rotation reinforce objective leave",
                },
                {
                    term = "Collapse",
                    def = "Multiple teammates converging on the same objective.",
                    tags = {
                        "Role",
                        "Strategy",
                    },
                    search = "collapse converge stack objective team",
                },
                {
                    term = "Peel",
                    def = "Helping get DPS off a teammate - CC, slows, or pressure so attackers leave them alone.",
                    tags = {
                        "Role",
                        "Strategy",
                    },
                    search = "peel cc crowd control protect teammate dps off utility heal",
                },
                {
                    term = "Teamfight",
                    def = "The primary engagement where most players are committed.",
                    tags = {
                        "Role",
                        "Strategy",
                    },
                    search = "teamfight team fight engagement commit",
                },
            },
        },
        {
            id = "death-respawn",
            title = "Death & Respawn",
            entries = {
                {
                    term = "Body Res",
                    def = "Resurrect at your corpse instead of the graveyard.",
                    detail = "After you die in a battleground, you can release to spirit and resurrect on your body. That is often much faster than waiting for a graveyard respawn timer and running back from GY. If the enemy team fails to |cFFFFD100loot your body|r, you can rejoin the fight while they still think the kill stuck. [Auto Body Res](https://www.curseforge.com/wow/addons/auto-body-res) warns when your body was taken and can automate release and resurrection.",
                    tags = {
                        "Strategy",
                    },
                    search = "body res body res resurrection corpse resurrect graveyard gy release spirit auto body res faster respawn",
                },
                {
                    term = "Loot Body",
                    def = "Click an enemy corpse so they cannot body res at that spot.",
                    detail = "Looting a dead enemy removes their ability to |cFFFFD100body res|r on that corpse. They must respawn at the graveyard instead, which costs time and breaks momentum. When you skip looting, enemies can body res back into the fight quickly, stop your push, and undo the value of the kill.",
                    tags = {
                        "Strategy",
                    },
                    search = "loot body loot corpse enemy dead prevent body res resurrection graveyard momentum kill confirm",
                },
            },
        },
        {
            id = "rated-blitz",
            title = "Rated & Ladder",
            entries = {
                {
                    term = "Placement Games",
                    def = "The opening rated Battleground Blitz games on a specialization each season while matchmaking calibrates your MMR and rating.",
                    detail = "Each spec has its own placement pool. Playing 10 games as Survival Hunter does not count toward Beast Mastery Hunter placement. After **25** rated Blitz games on that spec in the season, placement is complete. If you already had a rating on that spec, your first **10** games often move MMR very little; when the average absolute MMR change stays under about **80** per game, placement is treated as already finished even before **25** games.",
                    tags = {
                        "Rated",
                    },
                    search = "placement games placement blitz rated ladder mmr rating calibration spec specialization per spec 25 already placed returning",
                },
            },
        },
        {
            id = "skirmishers",
            title = "Skirmishers",
            layout = "skirmisher",
            intro = "A durable DPS specialization capable of surviving independently without constant healer support.",
            traits = {
                "Strong self-healing",
                "Multiple defensive cooldowns",
                "High mobility",
                "Difficult to kill",
                "Effective in 1v1 situations",
                "Can delay or stall objectives",
                "Often operates away from the main team",
            },
            specs = {
                {
                    classToken = "DRUID",
                    spec = "Feral",
                    label = "Feral Druid",
                },
                {
                    classToken = "MONK",
                    spec = "Windwalker",
                    label = "Windwalker Monk",
                },
                {
                    classToken = "PALADIN",
                    spec = "Retribution",
                    label = "Retribution Paladin",
                },
                {
                    classToken = "SHAMAN",
                    spec = "Enhancement",
                    label = "Enhancement Shaman",
                },
                {
                    classToken = "DEMONHUNTER",
                    spec = "Havoc",
                    label = "Havoc Demon Hunter",
                },
                {
                    classToken = "HUNTER",
                    spec = "Survival",
                    label = "Survival Hunter",
                },
                {
                    classToken = "DEATHKNIGHT",
                    spec = "Unholy",
                    label = "Unholy Death Knight",
                },
            },
            search = "skirmisher skirmish solo durable dps self heal mobility stall 1v1",
        },
        {
            id = "strategy",
            title = "Strategy Terms",
            entries = {
                {
                    term = "Ghost",
                    def = "Leaving a base undefended to rotate and attack elsewhere.",
                    tags = {
                        "Strategy",
                    },
                    search = "ghost ghosting home base leave defend rotate attack cross-map",
                },
                {
                    term = "Inc",
                    def = "Incoming enemies.",
                    detail = "Usually followed by a player count.",
                    example = "Inc 3 Farm.",
                    tags = {
                        "Strategy",
                    },
                    search = "inc incoming enemies count callout",
                },
                {
                    term = "Wipe",
                    def = "Entire team dies.",
                    tags = {
                        "Strategy",
                    },
                    search = "wipe team dead deaths",
                },
                {
                    term = "Reset",
                    def = "Disengage and regroup before re-engaging.",
                    tags = {
                        "Strategy",
                    },
                    search = "reset disengage regroup retreat regroup strategy",
                },
                {
                    term = "Trade",
                    def = "Give up one objective in exchange for a more valuable objective.",
                    tags = {
                        "Strategy",
                    },
                    search = "trade objective exchange value",
                },
                {
                    term = "Commit",
                    def = "Use major cooldowns or commit additional players.",
                    tags = {
                        "Strategy",
                    },
                    search = "commit cooldowns all in players",
                },
                {
                    term = "Overextend",
                    def = "Push too far away from the objective.",
                    tags = {
                        "Strategy",
                    },
                    search = "overextend push far objective away",
                },
            },
        },
    },
}

