fix: let learner turn-ins drive arrow spawns

This commit is contained in:
Xurkon
2026-06-06 11:48:11 -05:00
parent 688e0bc0bf
commit 287751a071
4 changed files with 81 additions and 4 deletions
+1
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@@ -178,6 +178,7 @@
<div class="container">
<h2 id="unreleased-performance-refactor">[Unreleased] &mdash; Performance Refactor Branches</h2>
<ul>
<li><strong>[QuestieLearner &mdash; Turn-In Arrow Spawn Promotion]</strong> Allowed quest-related NPC and object spawns to keep their live learner coordinates even when the static database marks those spawn fields as protected. Quest giver and turn-in locations now have a path to reach the live override tables, so the arrow can point at learner-discovered hand-in targets without relaxing protection for unrelated world spawns.</li>
<li><strong>[QuestieLearner &mdash; Quest-Only Item Learning]</strong> Hardened item learning so plain junk loot no longer gets recorded as learner state. Only quest-relevant items are accepted now, including items that already have quest references in learned quest data. Quest-item drops still learn and still build source pins, but non-quest loot like generic trade goods and junk no longer pollutes the item learner or source cache.</li>
<li><strong>[QuestieLearner &mdash; Quest-Only Object Learning]</strong> Hardened object learning so non-quest world objects are ignored unless they are explicitly tied to a quest flow. Quest giver, turn-in, objective, and <code>GAMEOBJECT_USED</code> promotions now mark the object as quest-relevant before it is stored, and learned object coordinates are only promoted into live object overrides when the object has quest references. This keeps source pins for real quest objects while preventing unrelated world objects from being recorded.</li>
<li><strong>[QuestieLearner &mdash; Quest Object Coordinate Promotion]</strong> When a quest-related object is learned, the learner now preserves the actual interaction coordinates when available instead of relying only on fallback player position. Object objective mapping now reuses the recent object evidence cache so the stored spawn point matches the real interaction location and can render immediately as a map pin.</li>