fix: learn more combat kills
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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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