-- DopingControl data/expectations.lua
-- Default expectation matrix DC.DEFAULT_EXPECT[role][slotId] = true.
-- One flat slot-id namespace across all three tabs (ids are unique).
--
-- This table STAYS the role x slot
-- SEED. The saved/live shape is per class --
-- db.expectations[role][class][slotId] -- materialized from these lines
-- by core/config.lua (DC.EnsureExpectations) for every class that can
-- perform the role (DC_Roles.ROLE_CLASSES). Class-differentiated
-- DEFAULTS are deliberately NOT shipped; the one
-- motivating example lives here as a comment only:
--     a TANK-confirmed SHAMAN wants AI = true (Arcane Intellect for the
--     mana-fed tank kit) while a TANK WARRIOR does not -- the user flips
--     expectations.TANK.SHAMAN.AI in the options grid. AI stays
--     a CASTER/HEALER role default for every performing class.
--
-- Role-line choices:
--   Consumables: standard raid role lines.
--   Class buffs: SOUL only HEALER, AI only CASTER/HEALER, SPROT situational
--                for all five -- like FR. EMB (Emerald Blessing) has NO
--                seed entry: the buff comes from a raid questline and most
--                druids do not have it. The column therefore stays hidden
--                until someone enables it per role/class in the options
--                grid; the dynamic-column rule makes an unexpected slot
--                disappear entirely (same treatment as T1/T2 below).
--   Equipment:   ALL armor enchant slots for ALL roles;
--                per-item exemptions (wand/holdable) are handled at
--                classify time via DC.ENCH_EXEMPT, not here.
--                NECK/R1/R2 (enchantable on this server, a custom feature
--                beyond vanilla) default to OFF for every role: unlike
--                the armor slots, a neck/ring enchant is not assumed
--                baseline raid gear -- enable it per role/class in the
--                options grid when it matters. T1/T2 (trinket item tiles)
--                carry NO seed entry at all -- the model ignores
--                expectations for tile-kind slots entirely (item
--                present/absent decides, always shown, never gated).
--
-- Known debatable rows -- documented deliberately, the shipped defaults
-- win:
--   * TANK+AP:      some tank consumable lists include Winterfall
--                   Firewater; the default has no AP for TANK.
--   * MELEE+FLASK:  some melee lists include Flask of the Titans; the
--                   default has no FLASK for MELEE.
--   * MELEE/RANGED+HP: some melee lists have neither Fortitude nor
--                   alcohol; HP=true is the weakest row of the matrix.
--   * RANGED+AP/WPN: Firewater/Juju Might are MELEE attack power; ranged
--                   AP comes from food. Arguably AP=false, WPN=false
--                   for RANGED; the default says true.
--   * HEALER+SP:    healer sets may carry Dreamshard (+healing), which the
--                   11-slot merge puts into SP; the default has no SP for
--                   HEALER -> Dreamshard is invisible for healers by
--                   default.
--   * Equipment:    an alternative default would differentiate per role
--                   (OFFH only TANK/MELEE, RNGD only RANGED,
--                   casters/healers neither); deliberately flattened to
--                   all-roles + ENCH_EXEMPT item checks.
--
-- This table is the pristine seed: core/config.lua materializes it into
-- db.expectations (per class, deep copies) on first load; the options
-- editor mutates only the materialized copies, never this table.
-- Pure Lua 5.0, no WoW API -- dofile-loadable offline.

DopingControl = DopingControl or {}
local DC = DopingControl

DC.DEFAULT_EXPECT = {
    TANK = {
        -- consumables
        FLASK = true, FOOD = true, STR = true, AGI = true, ARM = true,
        HP = true, FR = true, WPN = true,
        -- class buffs
        MOTW = true, PWF = true, SPROT = true,
        -- equipment (RNGD default only for RANGED:
        -- scopes only matter for hunters; flip in the options
        -- expectation matrix anytime)
        HEAD = true, SHLD = true, BACK = true, CHST = true, WRST = true,
        HAND = true, LEGS = true, FEET = true, MAIN = true, OFFH = true,
    },
    MELEE = {
        -- consumables
        FOOD = true, AP = true, STR = true, AGI = true,
        HP = true, FR = true, WPN = true,
        -- class buffs
        MOTW = true, PWF = true, SPROT = true,
        -- equipment
        HEAD = true, SHLD = true, BACK = true, CHST = true, WRST = true,
        HAND = true, LEGS = true, FEET = true, MAIN = true, OFFH = true,
    },
    RANGED = {
        -- consumables
        FOOD = true, AP = true, AGI = true,
        HP = true, FR = true, WPN = true,
        -- class buffs
        MOTW = true, PWF = true, SPROT = true,
        -- equipment
        HEAD = true, SHLD = true, BACK = true, CHST = true, WRST = true,
        HAND = true, LEGS = true, FEET = true, MAIN = true, OFFH = true,
        RNGD = true,
    },
    -- CASTER/HEALER: RNGD also dropped by role default (their classes are
    -- additionally exempt via ENCH_CLASS_EXEMPT - belt and suspenders)
    CASTER = {
        -- consumables
        FLASK = true, FOOD = true, SP = true, MP5 = true,
        FR = true, WPN = true,
        -- class buffs
        AI = true, MOTW = true, PWF = true, SPROT = true,
        -- equipment
        HEAD = true, SHLD = true, BACK = true, CHST = true, WRST = true,
        HAND = true, LEGS = true, FEET = true, MAIN = true, OFFH = true,
    },
    HEALER = {
        -- consumables
        FLASK = true, FOOD = true, MP5 = true,
        HP = true, FR = true, WPN = true,
        -- class buffs (SOUL: expected ONLY here)
        AI = true, MOTW = true, PWF = true, SPROT = true, SOUL = true,
        -- equipment
        HEAD = true, SHLD = true, BACK = true, CHST = true, WRST = true,
        HAND = true, LEGS = true, FEET = true, MAIN = true, OFFH = true,
    },
}
