fix: Sunstrider pin regression, ghost pins, and learner zone normalization

- Fix: isSunstrider block in _MergeSpawnEvidence now checks IsAscensionProtected
  before writing learner data to npcDataOverrides. Without this guard, each Mana
  Wyrm kill overwrote AscensionDB's z1241=5 data with learner z3431 coords.

- Fix: Clustering disabled for zone 1241 (Sunstrider Isle) in _DrawObjectiveIcons
  so all 5 AscensionDB spawn pins display individually instead of collapsing to 2.

- Fix: Ghost pin loop in AvailableQuests.lua -- 'while frames[i]' was iterating a
  string-keyed table with a numeric index (never iterated). Changed to pairs().

- Fix: NormalizeSpawnZoneKey now uses ZoneDB.areaIdToUiMapId for all zones so
  learner evidence is stored under map IDs (e.g. 1241) not area IDs (e.g. 3431),
  matching AscensionDB's key space. Applied in LearnNPC and _StoreGuidSpawnEvidence.

- Fix: isSunstrider detection in _MergeSpawnEvidence updated from hardcoded
  zoneId==3431 check to IsSunstriderNativeZone() since zone IDs are now normalized
  to map IDs at storage time.
This commit is contained in:
Xurkon
2026-05-25 19:02:56 -05:00
parent 7a7b1eb727
commit 164584ca87
16 changed files with 880 additions and 221 deletions
+45 -1
View File
@@ -241,6 +241,17 @@ function QuestieCompat.GetCurrentUiMapID()
if QuestieCompat.UiMapData and QuestieCompat.UiMapData[mapID] then
return mapID
end
-- Sunstrider safety net:
-- On Ascension, the client can land on the Sunstrider map while the classic
-- map lookup chain still falls through. Returning 946 here routes pins and
-- learner updates through the ghost-map path, which breaks redraws and can
-- keep objective pins stuck in the wrong place. Prefer the real Sunstrider
-- child map when we know the player is on that realm/zone.
if _G.IsAscensionServer and (GetRealZoneText and GetRealZoneText() == "Sunstrider Isle") then
return 1241
end
-- Non-Sunstrider fallback: preserve the legacy ghost-map behavior only when
-- we are not on the Ascension Sunstrider starting zone.
return 946
end
@@ -292,7 +303,40 @@ function QuestieCompat.GetCurrentPlayerPosition()
end
end
end
return QuestieCompat.GetCurrentUiMapID(), x, y;
-- Detect coordinate-space mismatch: on subzones like Sunstrider Isle, SetMapToCurrentZone()
-- sets the displayed map to the parent zone (Eversong Woods), so GetPlayerMapPosition returns
-- parent-zone-relative 0-1 coords. GetCurrentUiMapID() returns the correct child-zone uiMapId
-- via the safety net. Convert the parent-zone coords to child-zone coords via world space.
local wantedUiMapId = QuestieCompat.GetCurrentUiMapID()
local actualMapAreaId = GetCurrentMapAreaID and GetCurrentMapAreaID()
if _G.QuestieDebugPins then
local dungeonLevel = GetCurrentMapDungeonLevel and GetCurrentMapDungeonLevel() or 0
local mappedId = actualMapAreaId and mapIdToUiMapId[actualMapAreaId + dungeonLevel / 10]
print(string.format("[QD] GetCurrentPlayerPosition: rawX=%.4f rawY=%.4f mapAreaID=%s dungeonLvl=%s mapIdToUiMapId->%s wantedUiMapId=%s",
x or -1, y or -1,
tostring(actualMapAreaId), tostring(dungeonLevel),
tostring(mappedId), tostring(wantedUiMapId)))
end
if actualMapAreaId then
local actualUiMapId = mapIdToUiMapId[actualMapAreaId + (GetCurrentMapDungeonLevel and GetCurrentMapDungeonLevel() / 10 or 0)]
if actualUiMapId and actualUiMapId ~= wantedUiMapId and QuestieCompat.HBD then
local worldX, worldY = QuestieCompat.HBD:GetWorldCoordinatesFromZone(x, y, actualUiMapId)
if _G.QuestieDebugPins then
print(string.format("[QD] coord-space remap: actualUiMapId=%s worldX=%s worldY=%s",
tostring(actualUiMapId), tostring(worldX), tostring(worldY)))
end
if worldX and worldY then
local cx, cy = QuestieCompat.HBD:GetZoneCoordinatesFromWorld(worldX, worldY, wantedUiMapId, true)
if cx and cy then
if _G.QuestieDebugPins then
print(string.format("[QD] remapped to wantedZone: cx=%.4f cy=%.4f", cx, cy))
end
return wantedUiMapId, cx, cy
end
end
end
end
return wantedUiMapId, x, y;
end
-- wrapper used by QuestieCoords