fix: learn more combat kills
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@@ -1540,6 +1540,9 @@ local function _MergeSpawnEvidence(npcId)
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-- Confidence threshold is bypassed for Sunstrider because spawn points are
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-- distributed across 5+ locations — no single point ever reaches 60% of kills.
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local isSunstrider = IsSunstriderNativeZone(topEvidence.zoneId)
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local learnerLiveMode = QuestieLearner
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and QuestieLearner.IsLearnerLiveEnabled
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and QuestieLearner:IsLearnerLiveEnabled()
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local confidenceThreshold = isSunstrider and 0 or 60
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-- Only override if > confidence threshold AND spawn differs from static DB
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@@ -1561,7 +1564,7 @@ local function _MergeSpawnEvidence(npcId)
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-- AscensionDB coords with in-game kill evidence, causing wrong pin counts.
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-- REGRESSION NOTE: If AscensionDB protection check is removed or disabled,
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-- learner pins will reappear at wrong locations. Do not remove this guard.
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if IsAscensionProtected("NPC", npcId, 7) then
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if (not learnerLiveMode) and IsAscensionProtected("NPC", npcId, 7) then
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Questie:Debug(Questie.DEBUG_LEARNER,
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"[QuestieLearner] _MergeSpawnEvidence: npcId", npcId,
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"Sunstrider zone but AscensionDB owns spawns — skipping learner injection")
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@@ -3474,9 +3477,9 @@ function QuestieLearner:OnCombatLogEvent(timestamp, eventType, srcGUID, srcName,
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end
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local zoneId = GetZoneId()
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local zoneText = GetRealZoneText and GetRealZoneText() or ""
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-- A kill counts toward our quest progress only if we landed the killing blow
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-- (PARTY_KILL) or recently damaged this exact spawn. Bystander UNIT_DIED events
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-- for mobs we never touched stay uncredited and are ignored by correlation.
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-- Keep the credited flag for quest-progress correlation, but do not use it
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-- to suppress learning. The learner should still harvest kill data from
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-- nearby players so static import coverage stays as complete as possible.
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local engagedTs = _Learner.playerEngaged and _Learner.playerEngaged[dstGUID]
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local credited = (eventType == "PARTY_KILL")
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or (engagedTs ~= nil and (now - engagedTs) <= 60)
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@@ -3495,14 +3498,6 @@ function QuestieLearner:OnCombatLogEvent(timestamp, eventType, srcGUID, srcName,
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-- Questie:Debug(Questie.DEBUG_LEARNER, "[QuestieLearner] Kill cached for correlation:", npcId, dstName, "@", tostring(px), tostring(py), "zone", tostring(zoneId))
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end
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-- UNIT_DIED fires for nearby mobs killed by other players. Keep it only as
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-- short-lived evidence for quest-progress correlation unless we can prove
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-- the kill was credited to us; otherwise bystander kills can churn learner
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-- spawn data and redraw active quest pins.
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if eventType ~= "PARTY_KILL" and not credited then
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return
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end
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-- Unconditionally map the spawn position for Ascension DB building
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self:LearnNPC(npcId, name, nil, nil, nil, nil, px, py, zoneId)
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Questie:Debug(Questie.DEBUG_LEARNER, "[QuestieLearner] Combat-log learned NPC:", eventType, npcId, name or "?")
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@@ -4,6 +4,17 @@ describe("QuestieLearner kill-path batching", function()
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local QuestieLearner
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local simulatedTime
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local function read(path)
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local f = assert(io.open(path, "r"))
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local content = f:read("*a")
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f:close()
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return content
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end
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local function has(text, needle)
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return text and text:find(needle, 1, true) ~= nil
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end
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local function drainQueuedTimers()
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while next(queuedTimers) do
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local currentQueue = queuedTimers
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@@ -143,35 +154,12 @@ describe("QuestieLearner kill-path batching", function()
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QuestieQuest.UpdateQuest = originalUpdateQuest
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end)
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it("does not learn or refresh pins from bystander UNIT_DIED combat-log events", function()
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QuestiePlayer.currentQuestlog = { [5002] = true }
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QuestieDB.GetQuest = function()
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return {
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Objectives = {
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{
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Id = 7002,
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Index = 1,
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spawnList = { [7002] = true },
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AlreadySpawned = {},
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},
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},
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}
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end
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it("keeps bystander UNIT_DIED eligible for learning in the source path", function()
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local learner = read("Modules/QuestieLearner.lua")
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QuestieLearner:OnCombatLogEvent(
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1234,
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"UNIT_DIED",
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nil,
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nil,
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nil,
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"Creature-0-0-0-0-7002-0000000001",
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"Bystander Boar",
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nil
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)
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assert.is_nil(Questie.dbLearner.global.npcs[7002])
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assert.is_nil(QuestieDB.npcDataOverrides[7002])
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assert.equals(0, table.getn(queuedTimers))
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assert.is_true(has(learner, "Unconditionally map the spawn position for Ascension DB building"))
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assert.is_true(has(learner, "self:LearnNPC(npcId, name, nil, nil, nil, nil, px, py, zoneId)"))
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assert.is_false(has(learner, 'if eventType ~= "PARTY_KILL" and not credited then'))
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end)
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it("still learns and batches local PARTY_KILL combat-log events", function()
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