Skada:AddLoadableModule("Healing", nil, function(Skada, L)
	if Skada.db.profile.modulesBlocked.Healing then return end

	local mod = Skada:NewModule(L["Healing"])
	local spellsmod = Skada:NewModule(L["Healing spell list"])
	local healedmod = Skada:NewModule(L["Healed players"])
	local healingtaken = Skada:NewModule(L["Healing taken"])

	local function log_heal(set, heal, is_absorb)
		-- Get the player from set.
		local player = Skada:get_player(set, heal.playerid, heal.playername)
		if player and heal and heal.spellname then
			-- Subtract overhealing
			local amount = math.max(0, heal.amount - heal.overhealing)
			-- Add absorbed
			amount = amount + heal.absorbed

			-- Add to player total.
			player.healing = player.healing + amount
			player.overhealing = player.overhealing + heal.overhealing
			player.healingabsorbed = player.healingabsorbed + heal.absorbed
			if is_absorb then
				player.shielding = player.shielding + amount
			end
			if heal.multistrike then
				player.multistrikes = player.multistrikes + 1
			end

			-- Also add to set total damage.
			set.healing = set.healing + amount
			set.overhealing = set.overhealing + heal.overhealing
			set.healingabsorbed = set.healingabsorbed + heal.absorbed
			if is_absorb then
				set.shielding = set.shielding + amount
			end
			if heal.multistrike then
				set.multistrikes = set.multistrikes + 1
			end

			-- Add to recipient healing.
			do
				if heal.dstName and heal.dstGUID then
					local healed = player.healed[heal.dstGUID]

					-- Create recipient if it does not exist.
					if not healed then
						local _, className = UnitClass(heal.dstName)
                        local playerRole = UnitGroupRolesAssigned(heal.dstName)
						healed = {name = heal.dstName, class = className, role = playerRole, amount = 0, shielding = 0}
						player.healed[heal.dstGUID] = healed
					end

					healed.amount = healed.amount + amount
					if is_absorb then
						healed.shielding = healed.shielding + amount
					end
				end
			end

			-- Add to spell healing
			do
				local spell = player.healingspells[heal.spellname]

				-- Create spell if it does not exist.
				if not spell then
					spell = {id = heal.spellid, name = heal.spellname, hits = 0, healing = 0, overhealing = 0, absorbed = 0, shielding = 0, critical = 0, multistrike = 0, min = nil, max = 0}
					player.healingspells[heal.spellname] = spell
				end

				spell.healing = spell.healing + amount
				if heal.critical then
					spell.critical = spell.critical + 1
				end
				spell.overhealing = spell.overhealing + heal.overhealing
				spell.absorbed = spell.absorbed + heal.absorbed
				if is_absorb then
					spell.shielding = spell.shielding + amount
				end
				if heal.multistrike then
					spell.multistrike = spell.multistrike + 1
				end

				spell.hits = (spell.hits or 0) + 1

				if not spell.min or amount < spell.min then
					spell.min = amount
				end
				if not spell.max or amount > spell.max then
					spell.max = amount
				end
			end
		end
	end

	local heal = {}

	local function SpellHeal(timestamp, eventtype, srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags, ...)
		-- Healing
		local spellId, spellName, spellSchool, samount, soverhealing, absorbed, scritical, smultistrike = ...

		-- We want to avoid "heals" that are really drains from mobs
		-- So check if a) the source is player-controlled
		-- and b) the source and dest have the same reaction
		-- (since we can't test directly if they're friendly to each other).

		if bit.band(srcFlags, COMBATLOG_OBJECT_CONTROL_PLAYER) ~= 0 and bit.band(srcFlags, dstFlags, COMBATLOG_OBJECT_REACTION_MASK) ~= 0 then
			heal.dstName = dstName
			heal.dstGUID = dstGUID
			heal.playerid = srcGUID
			heal.playername = srcName
			heal.spellid = spellId
			heal.spellname = spellName
			heal.amount = samount
			heal.overhealing = soverhealing
			heal.critical = scritical
			heal.multistrike = smultistrike
			heal.absorbed = absorbed

			Skada:FixPets(heal)
			log_heal(Skada.current, heal)
			log_heal(Skada.total, heal)
		end
	end

    local function log_absorb(timestamp, eventtype, srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags, ...)
		local spellId, spellName, spellSchool, samount, soverhealing, absorbed, scritical, smultistrike = ...

		if bit.band(srcFlags, COMBATLOG_OBJECT_CONTROL_PLAYER) ~= 0 and bit.band(srcFlags, dstFlags, COMBATLOG_OBJECT_REACTION_MASK) ~= 0 then
            -- Spirit of Redemption - discount absorbs on priest.
            -- Discount Monk's Stagger absorbs
            if spellId == 20711 or spellId == 115069 or spellId == 157533 then
                return
            end

            heal.dstName = dstName
            heal.dstGUID = dstGUID
            heal.playerid = srcGUID
            heal.playername = srcName
            heal.spellid = spellId
            heal.spellname = spellName
            heal.amount = samount
            heal.overhealing = soverhealing
            heal.critical = scritical
            heal.multistrike = smultistrike
            heal.absorbed = absorbed

            Skada:FixPets(heal)
            log_heal(Skada.current, heal, true)
            log_heal(Skada.total, heal, true)
        end
    end

	local function SpellAbsorbed(timestamp, eventtype, srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags, ...)
        local chk = ...
        local spellId, spellName, spellSchool, aGUID, aName, aFlags, aRaidFlags, aspellId, aspellName, aspellSchool, aAmount

        if type(chk) == "number" then
            -- Spell event
            spellId, spellName, spellSchool, aGUID, aName, aFlags, aRaidFlags, aspellId, aspellName, aspellSchool, aAmount = ...

            if aAmount then
                log_absorb(timestamp, eventtype, aGUID, aName, aFlags, dstGUID, dstName, dstFlags, aspellId, aspellName, aspellSchool, aAmount, 0, 0)
            end
        else
            -- Swing event
            aGUID, aName, aFlags, aRaidFlags, aspellId, aspellName, aspellSchool, aAmount = ...

            if aAmount then
                log_absorb(timestamp, eventtype, aGUID, aName, aFlags, dstGUID, dstName, dstFlags, aspellId, aspellName, nil, aAmount, 0, 0)
            end
        end
    end

	local shields = {}

	local function AuraApplied(timestamp, eventtype, srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags, ...)
		-- Auras
		local spellId, spellName, spellSchool, auraType, amount = ...

		if amount ~= nil and dstName and srcName then
			-- see if the source and destination are both part valid
			-- controlled by player:
			local valid = (bit.band(srcFlags, dstFlags, COMBATLOG_OBJECT_CONTROL_PLAYER) ~= 0)
			-- affiliation in party/raid:
			-- note: test separately
			valid = valid and (bit.band(srcFlags, COMBATLOG_OBJECT_AFFILIATION_OUTSIDER) == 0)
			valid = valid and (bit.band(dstFlags, COMBATLOG_OBJECT_AFFILIATION_OUTSIDER) == 0)
			-- lastly, check the reaction
			-- If a raid member is mind-controlled, we don't want to start tracking heal absorb debuffs
			-- so we need to make sure both source and destination are friendly to each other.
			-- Unfortunately, we can't test that trivially, so lets just test if their reaction to the player
			-- is the same.
			valid = valid and (bit.band(srcFlags, dstFlags, COMBATLOG_OBJECT_REACTION_MASK) ~= 0)

			if valid then
				if shields[dstName] == nil then shields[dstName] = {} end
				if shields[dstName][spellId] == nil then shields[dstName][spellId] = {} end
				shields[dstName][spellId][srcName] = amount
			end
		end
	end

	local function AuraRefresh(timestamp, eventtype, srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags, ...)
		-- Auras
		local spellId, spellName, spellSchool, auraType, amount = ...

		if amount ~= nil then
			if shields[dstName] and shields[dstName][spellId] and shields[dstName][spellId][srcName] then
				local prev = shields[dstName][spellId][srcName]

                -- Log a heal for the remaining amount as overheal.
                heal.dstName = dstName
                heal.dstGUID = dstGUID
                heal.playerid = srcGUID
                heal.playername = srcName
                heal.spellid = spellId
                heal.spellname = spellName
                heal.amount = 0
                heal.overhealing = prev
                heal.critical = nil
                heal.multistrike = nil
                heal.absorbed = 0

                Skada:FixPets(heal)
                log_heal(Skada.current, heal, true)
                log_heal(Skada.total, heal, true)

				shields[dstName][spellId][srcName] = amount
			end
		end
	end

	local function AuraRemoved(timestamp, eventtype, srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags, ...)
		-- Auras
		local spellId, spellName, spellSchool, auraType, amount = ...

		if amount ~= nil then
			if shields[dstName] and shields[dstName][spellId] and shields[dstName][spellId][srcName] then
				local prev = shields[dstName][spellId][srcName]
				--if prev and prev > amount then
				if prev then
                    heal.dstName = dstName
					heal.dstGUID = dstGUID
					heal.playerid = srcGUID
					heal.playername = srcName
					heal.spellid = spellId
					heal.spellname = spellName
					heal.amount = 0                -- The actual healing is now accounted for by SPELL_ABSORBED.
					heal.overhealing = amount      -- The overheal is what remains on the shield when it expires. This should be identical to our stored shield value, prev.
					heal.critical = nil
					heal.multistrike = nil
					heal.absorbed = 0

					Skada:FixPets(heal)
					log_heal(Skada.current, heal, true)
					log_heal(Skada.total, heal, true)
				end
				shields[dstName][spellId][srcName] = nil
			end
		end
	end

	local function getHPS(set, player)
		local totaltime = Skada:PlayerActiveTime(set, player)

		return player.healing / math.max(1,totaltime)
	end

	local function getHPSByValue(set, player, healing)
		local totaltime = Skada:PlayerActiveTime(set, player)

		return healing / math.max(1,totaltime)
	end

	local function getRaidHPS(set)
		if set.time > 0 then
			return set.healing / math.max(1, set.time)
		else
			local endtime = set.endtime or time()
			return set.healing / math.max(1, endtime - set.starttime)
		end
	end

	local httable = {}
	function healingtaken:Update(win, set)
		local nr = 1
		local max = 0

		wipe(httable)
		for i, player in ipairs(set.players) do
			-- Iterate over all players and bin their healing done
			for dstGUID, heal in pairs(player.healed) do
				httable[dstGUID] = (httable[dstGUID] or 0) + heal.amount
			end
		end

		for i, player in ipairs(set.players) do
			local totalhealing = httable[player.id] or 0
			-- Now we have a total healing value for this player.
			if totalhealing > 0 then
				local d = win.dataset[nr] or {}
				win.dataset[nr] = d

				d.id = player.id
				d.label = player.name
				d.value = totalhealing

				d.valuetext = Skada:FormatValueText(
												Skada:FormatNumber(totalhealing), self.metadata.columns.Healing,
												Skada:FormatNumber(getHPSByValue(set, player, totalhealing)), self.metadata.columns.HPS,
												string.format("%02.1f%%", totalhealing / set.healing * 100), self.metadata.columns.Percent
											)
				d.class = player.class
				d.role = player.role

				if totalhealing > max then
					max = totalhealing
				end

				nr = nr + 1
			end

		end

		win.metadata.maxvalue = max
	end

	function mod:Update(win, set)
		local nr = 1
		local max = 0

		for i, player in ipairs(set.players) do
			if player.healing > 0 then

				local d = win.dataset[nr] or {}
				win.dataset[nr] = d

				d.id = player.id
				d.label = player.name
				d.value = player.healing

				d.valuetext = Skada:FormatValueText(
												Skada:FormatNumber(player.healing), self.metadata.columns.Healing,
												Skada:FormatNumber(getHPS(set, player)), self.metadata.columns.HPS,
												string.format("%02.1f%%", player.healing / set.healing * 100), self.metadata.columns.Percent
											)
				d.class = player.class
				d.role = player.role

				if player.healing > max then
					max = player.healing
				end

				nr = nr + 1
			end
		end

		win.metadata.maxvalue = max
	end

	local function spell_tooltip(win, id, label, tooltip)
		local player = Skada:find_player(win:get_selected_set(), spellsmod.playerid)
		if player then
			local spell = player. healingspells[label]
			if spell then
				tooltip:AddLine(player.name.." - "..label)
				if spell.max and spell.min then
					tooltip:AddDoubleLine(L["Minimum hit:"], Skada:FormatNumber(spell.min), 255,255,255,255,255,255)
					tooltip:AddDoubleLine(L["Maximum hit:"], Skada:FormatNumber(spell.max), 255,255,255,255,255,255)
				end
				tooltip:AddDoubleLine(L["Average hit:"], Skada:FormatNumber(spell.healing / spell.hits), 255,255,255,255,255,255)
				if spell.hits then
					tooltip:AddDoubleLine(L["Critical"]..":", ("%02.1f%%"):format(spell.critical / spell.hits * 100), 255,255,255,255,255,255)
				end
				if spell.hits and spell.multistrike then
					tooltip:AddDoubleLine(L["Multistrike"]..":", ("%02.1f%%"):format(spell.multistrike / spell.hits * 100), 255,255,255,255,255,255)
				end
				if spell.hits then
					tooltip:AddDoubleLine(L["Overhealing"]..":", ("%02.1f%%"):format(spell.overhealing / (spell.overhealing + spell.healing) * 100), 255,255,255,255,255,255)
				end
				if spell.hits and spell.absorbed then
					tooltip:AddDoubleLine(L["Absorbed"]..":", ("%02.1f%%"):format(spell.absorbed / (spell.overhealing + spell.healing) * 100), 255,255,255,255,255,255)
				end
			end
		end
	end

	function spellsmod:Enter(win, id, label)
		spellsmod.playerid = id
		spellsmod.title = label..L["'s Healing"]
	end

	-- Spell view of a player.
	function spellsmod:Update(win, set)
		-- View spells for this player.

		local player = Skada:find_player(set, self.playerid)
		local nr = 1
		local max = 0

		if player then
			for spellname, spell in pairs(player.healingspells) do
				local d = win.dataset[nr] or {}
				win.dataset[nr] = d

				d.id = spell.name -- ticket 362: this needs to be spellname because spellid is not unique with pets that mirror abilities (DK DRW)
				d.label = spell.name
				d.value = spell.healing
				d.valuetext = Skada:FormatValueText(
												Skada:FormatNumber(spell.healing), self.metadata.columns.Healing,
												string.format("%02.1f%%", spell.healing / player.healing * 100), self.metadata.columns.Percent
											)
				local _, _, icon = GetSpellInfo(spell.id)
				d.icon = icon
				d.spellid = spell.id

				if spell.healing > max then
					max = spell.healing
				end

				nr = nr + 1
			end
		end

		win.metadata.hasicon = true
		win.metadata.maxvalue = max
	end

	function healedmod:Enter(win, id, label)
		healedmod.playerid = id
		healedmod.title = L["Healed by"].." "..label
	end

	-- Healed players view of a player.
	function healedmod:Update(win, set)
		local player = Skada:find_player(set, healedmod.playerid)
		local nr = 1
		local max = 0

		if player then
			for dstGUID, heal in pairs(player.healed) do
				if heal.amount > 0 then

					local d = win.dataset[nr] or {}
					win.dataset[nr] = d

					d.id = dstGUID
					d.label = heal.name or dstGUID -- second clause for legacy data upgrade
					d.value = heal.amount
					d.class = heal.class
                    d.role = player.role
					d.valuetext = Skada:FormatValueText(
													Skada:FormatNumber(heal.amount), self.metadata.columns.Healing,
													string.format("%02.1f%%", heal.amount / player.healing * 100), self.metadata.columns.Percent
												)
					if heal.amount > max then
						max = heal.amount
					end

					nr = nr + 1
				end
			end
		end

		win.metadata.hasicon = true
		win.metadata.maxvalue = max
	end

	function mod:OnEnable()
		mod.metadata		= {showspots = true, click1 = spellsmod, click2 = healedmod, columns = {Healing = true, HPS = true, Percent = true}}
		spellsmod.metadata	= {tooltip = spell_tooltip, columns = {Healing = true, Percent = true}}
		healedmod.metadata 	= {showspots = true, columns = {Healing = true, Percent = true}}
		healingtaken.metadata = {showspots = true, columns = {Healing = true, HPS = true, Percent = true}}

		-- handlers for Healing spells
		Skada:RegisterForCL(SpellHeal, 'SPELL_HEAL', {src_is_interesting = true})
		Skada:RegisterForCL(SpellAbsorbed, 'SPELL_ABSORBED', {dst_is_interesting = true})
		Skada:RegisterForCL(SpellHeal, 'SPELL_PERIODIC_HEAL', {src_is_interesting = true})

		-- handlers for Absorption spells
		Skada:RegisterForCL(AuraApplied, 'SPELL_AURA_APPLIED', {src_is_interesting_nopets = true})
		Skada:RegisterForCL(AuraRefresh, 'SPELL_AURA_REFRESH', {src_is_interesting_nopets = true})
		Skada:RegisterForCL(AuraRemoved, 'SPELL_AURA_REMOVED', {src_is_interesting_nopets = true})

		Skada:AddMode(self, L["Healing"])
		Skada:AddMode(healingtaken, L["Healing"])
	end

	function mod:OnDisable()
		Skada:RemoveMode(self)
		Skada:RemoveMode(healingtaken)
	end

	function mod:AddToTooltip(set, tooltip)
		local endtime = set.endtime
		if not endtime then
			endtime = time()
		end
		local raidhps = set.healing / (endtime - set.starttime + 1)
		GameTooltip:AddDoubleLine(L["HPS"], ("%02.1f"):format(raidhps), 1,1,1)
	end

	function mod:GetSetSummary(set)
		return Skada:FormatValueText(
			Skada:FormatNumber(set.healing), self.metadata.columns.Healing,
			("%02.1f"):format(getRaidHPS(set)), self.metadata.columns.HPS
		)
	end

	-- Called by Skada when a new player is added to a set.
	function mod:AddPlayerAttributes(player)
		player.healed = player.healed or {}						-- Stored healing per recipient
		player.healing = player.healing or 0					-- Total healing
		player.shielding = player.shielding or 0				-- Total shields
		player.healingspells = player.healingspells or {}		-- Healing spells
		player.overhealing = player.overhealing or 0			-- Overheal total
		player.healingabsorbed = player.healingabsorbed or 0	-- Absorbed total
		player.multistrikes = player.multistrikes or 0			-- Multistrike total

		-- update any pre-existing healingspells for new properties
		for _, heal in pairs(player.healingspells) do
			heal.absorbed = heal.absorbed or 0					-- Amount of healing that was absorbed
			heal.shielding = heal.shielding or 0				-- Amount of healing that was due to shields
			heal.multistrikes = heal.multistrikes or 0			-- Amount of healing that was due to multistrike
		end

		-- update any pre-existing healed players for new properties
		for _, healed in pairs(player.healed) do
			healed.shielding = healed.shielding or 0			-- Amount of healing that was due to shields
		end
	end

	-- Called by Skada when a new set is created.
	function mod:AddSetAttributes(set)
		set.healing = set.healing or 0
		set.shielding = set.shielding or 0
		set.overhealing = set.overhealing or 0
		set.healingabsorbed = set.healingabsorbed or 0
		set.multistrikes = set.multistrikes or 0
		--wipe(shields)
	end
end)

