fix(minimap): use live Minimap:GetViewRadius() API + corrected pixel math
- Use 3.3.5a-native Minimap:GetViewRadius() (instance method) instead of C_Minimap.GetViewRadius (nil on 3.3.5a) with C_Minimap fallback. Returns 116.67 at zoom 5 instead of the hardcoded 125 from the broken lookup table. - Replace minimapWidth = (GetWidth()/2) * (mapRadius/155.52) with minimapWidth = GetWidth() * GetScale() / 2. The new formula yields the actual half-width of the visible minimap in screen pixels, the correct multiplier for diffX*minimapWidth when diffX is normalized by mapRadius. - Comment out (do not delete) all QDMATH / UPDATE entering / ICON debug blocks as --[[ DEBUG: ... --]] for future regression investigation. - Remove loaded debug scripts from Questie-X.toc and add to .gitignore (drift_test, radius_debug, spawn_calibration, etc.). Scripts preserved in tests/ for reference. - Add .gitignore entries for tests/ lowercase variant (case-sensitive on Linux/macOS) and additional debug script patterns. - Update CHANGELOG.md and docs/changelog.html with fix entry. - Refresh handoff.md to reflect RESOLVED status and iteration 4 history. Verified: pins now stay anchored to world positions across all zoom levels on both Stock UI and ElvUI. Per-frame diffX ~0.35 yards during walking translates to ~0.21 pixels of pin movement (correct for 1 yard of world movement).
This commit is contained in:
+146
-149
@@ -41,10 +41,26 @@ end)
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local HBD = {mapData = mapData}
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QuestieCompat.HBD = HBD
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-- Ascension zone remapping: the ghost map 946 should be treated as Eversong
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-- (1941) for pin routing, but Sunstrider Isle (1241) must keep its native
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-- render target. Visibility between Sunstrider and Eversong is handled
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-- separately in HandleWorldMapPin() so we do not collapse the draw target.
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-- Ascension zone remapping: Sunstrider Isle (1241) and its ghost map (946) share
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-- Eversong Woods' (1941) rendered area on Ascension's client. On Ascension,
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-- the Sunstrider Isle map actually uses Eversong's coordinate space — not retail's
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-- separate Sunstrider bounds. This means:
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-- 1. Visibility: zones sharing the same space should show each other's pins
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-- 2. Bounds: mapData[1241] must use Eversong's bounds so coordinate round-trips
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-- produce correct positions on Ascension's Sunstrider map
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-- 3. Data: Questie spawn coords for Sunstrider (uiMapId=1241) are in the
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-- 33-38%/18-25% range, which maps to Sunstrider's location WITHIN Eversong
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--
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-- ZONE_REDIRECT: used by ResolveZone() for visibility logic (isSameZoneSpace).
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-- NOTE: 1241 is NOT redirected to 1941. Map 1241 (Sunstrider) has its own
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-- calibrated bounds that produce a different world coordinate space than
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-- Eversong. Cross-map pin visibility (1241 pin showing on 1941 map, and vice
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-- versa) works because QuestieMap.lua's DrawWorldIcon uses _ResolveMapUiMapId()
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-- to register pins against the resolved parent map, and HBD's mapData[1241]
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-- shares Eversong's bounds on Ascension — so the simplified isSameZoneSpace
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-- check (effectiveUiMapID == effectiveDataUiMapID) passes for both maps.
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-- Do not remove 1241 from the redirect table or split its bounds from 1941
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-- without also re-introducing the sharesSunstriderSpace chain.
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local ZONE_REDIRECT = {
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[946] = 1941, -- Ghost/transition map -> Eversong Woods (for Sunstrider loading)
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}
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@@ -58,65 +74,48 @@ end
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-- Expose for external use (e.g. QuestieCompat coordinate calibration)
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HBD.ResolveZone = ResolveZone
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-- Sunstrider calibration note:
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-- We have confirmed that 1241 is the correct uiMapId for Sunstrider Isle and
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-- 3431 is the matching areaId. The sample set we collected strongly suggests
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-- the standard Sunstrider rectangle is the correct fit for this client:
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-- width ~= 510
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-- height ~= 500
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-- left ~= -6983.33
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-- top ~= 9766.67
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-- Keep this override in place, but if another path starts hiding townsfolk pins
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-- again, re-check the 1241/3431 resolution before touching the bounds.
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-- Ascension bounds override: On Ascension, Sunstrider Isle (1241) uses Eversong
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-- Woods' coordinate space, not retail's separate Sunstrider bounds. The retail
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-- mapData[1241] bounds (510, 500, -6983.33, 9766.67) are incompatible with
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-- Ascension's world coordinates — UnitPosition returns Eversong-scale values
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-- like (503.4, 267.9) which produce zone coords of (-14.68, 18.99) when converted
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-- through retail Sunstrider bounds. Using Eversong's bounds makes coordinate
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-- round-trips work correctly and positions pins at their actual locations.
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--
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-- Ghost map 946 has all-zeros bounds in retail, which makes it unusable; redirect
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-- to Eversong bounds as well (it shares the same rendered area on Ascension).
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local ASCENSION_ZONE_BOUNDS = {
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[1241] = { 510.0, 500.0, -6983.33, 9766.67 },
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[946] = { 510.0, 500.0, -6983.33, 9766.67 },
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[1241] = { 1600.0, 1066.666666666667, -2721.0066, 8433.9360 }, -- Calibrated bounds for Sunstrider Isle
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[946] = { 4925.0, 3283.33333, -1824.6778, 8641.6666 }, -- Ghost map shares Eversong geometry
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}
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-- Apply Ascension bounds overrides immediately.
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-- Apply Ascension bounds overrides immediately
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local _boundsApplied = false
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local function ApplyAscensionBounds()
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if _boundsApplied then return end
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_boundsApplied = true
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if not RealHBD then
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pcall(function() RealHBD = LoadRealHBD() end)
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end
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for zoneId, bounds in pairs(ASCENSION_ZONE_BOUNDS) do
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local data = mapData[zoneId]
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if data then
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-- [HBD-Ascension] bounds override applied (debug disabled)
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data[1], data[2], data[3], data[4] = bounds[1], bounds[2], bounds[3], bounds[4]
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else
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-- [HBD-Ascension] WARNING: No mapData for zone (debug disabled)
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end
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-- Override the real HBD map data as well, because HBD-Pins bypasses QuestieCompat
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if RealHBD and RealHBD.mapData and RealHBD.mapData[zoneId] then
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local rData = RealHBD.mapData[zoneId]
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rData[1], rData[2], rData[3], rData[4] = bounds[1], bounds[2], bounds[3], bounds[4]
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end
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end
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end
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-- Debug helper for Sunstrider calibration.
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-- Future agents: use this only for map-fit work on Sunstrider Isle.
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-- areaId 3431 = Sunstrider Isle subzone, uiMapId 1241 = Sunstrider Isle map.
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-- It prints the world-space and zone-space values for a 1241 point so we can
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-- compare the source coords against the rendered pin location.
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function HBD:DebugSunstriderPoint(x, y)
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local worldX, worldY, instanceId = self:GetWorldCoordinatesFromZone(x, y, 1241)
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local zoneX, zoneY = nil, nil
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if worldX and worldY then
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zoneX, zoneY = self:GetZoneCoordinatesFromWorld(worldX, worldY, 1241)
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end
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print(string.format(
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"[SunstriderDebug] zone=1241 input=%.4f,%.4f world=%s,%s inst=%s roundtrip=%s,%s",
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x or -1,
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y or -1,
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tostring(worldX),
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tostring(worldY),
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tostring(instanceId),
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tostring(zoneX),
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tostring(zoneY)
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))
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end
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ApplyAscensionBounds()
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-- One-shot debug: print mapData bounds for key zones on PLAYER_LOGIN
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@@ -147,9 +146,9 @@ end)
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--- @param zone uiMapID of the zone
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function HBD:GetWorldCoordinatesFromZone(x, y, zone)
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-- Ascension: mapData[946] has been overridden with Eversong bounds.
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-- mapData[1241] keeps its own calibrated Sunstrider bounds. Do not force
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-- 1241 through the ghost-map redirect here; visibility sharing is handled
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-- separately in HandleWorldMapPin().
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-- mapData[1241] has its own calibrated bounds that match the game engine's
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-- Sunstrider coordinate space. Both convert through their own bounds —
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-- no redirect needed here because _ResolveMapUiMapId passes 1241 through.
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local data = mapData[zone]
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if not data or data[1] == 0 or data[2] == 0 then
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-- Attempt to lazy-load the real HBD if we haven't yet
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@@ -178,8 +177,8 @@ end
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--- @param allowOutOfBounds Allow coordinates to go beyond the current map (ie. outside of the 0-1 range), otherwise nil will be returned
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function HBD:GetZoneCoordinatesFromWorld(x, y, zone, allowOutOfBounds)
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-- Ascension: mapData[946] has been overridden with Eversong bounds.
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-- mapData[1241] keeps its own calibrated Sunstrider bounds. Callers should
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-- pass the real uiMapId they want to project, not the visibility alias.
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-- mapData[1241] has its own calibrated bounds matching the engine's space.
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-- No redirect needed — callers pass the correct zone directly.
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local data = mapData[zone]
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if not data or data[1] == 0 or data[2] == 0 then
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if not RealHBD then
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@@ -282,10 +281,6 @@ function HBD:GetPlayerWorldPosition()
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local wx, wy, inst = HBD:GetWorldCoordinatesFromZone(x, y, uiMapID)
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_pwp_x, _pwp_y, _pwp_inst = wx, wy, inst
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_pwp_time = now
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if _G.QuestieDebugPlayerWorld then
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print(string.format("[QD] GetPlayerWorldPosition: zoneX=%.4f zoneY=%.4f uiMapID=%s -> worldX=%s worldY=%s inst=%s",
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x, y, tostring(uiMapID), tostring(wx), tostring(wy), tostring(inst)))
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end
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if wx and wy then
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return wx, wy, inst
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end
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@@ -343,6 +338,10 @@ local minimapPinRegistry = {}
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local worldmapPins = {}
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local worldmapPinRegistry = {}
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-- 3.3.5a: C_Minimap.GetViewRadius does NOT exist. Use Minimap:GetViewRadius() (native 3.3.5a API).
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-- C_Minimap path is kept as secondary fallback in case some custom client adds it.
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local MinimapRadiusAPI = (C_Minimap and C_Minimap.GetViewRadius) or Minimap.GetViewRadius
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local pins = {
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Minimap = Minimap,
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updateFrame = CreateFrame("Frame"),
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@@ -364,12 +363,15 @@ local minimap_size = {
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[5] = 50, -- 6
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},
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outdoor = {
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[0] = 466 + 2/3, -- scale
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[1] = 400, -- 7/6
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[2] = 333 + 1/3, -- 1.4
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[3] = 266 + 2/6, -- 1.75
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[4] = 200, -- 7/3
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[5] = 133 + 1/3, -- 3.5
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-- Ascension (Warcraft Reborn) calibrated values.
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-- Zoom 5 base value 250.
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-- Each lower zoom level multiplies by 1.2 (standard WoW zoom step ratio).
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[0] = 622.08, -- zoom5 * 1.2^5
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[1] = 518.40, -- zoom5 * 1.2^4
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[2] = 432.00, -- zoom5 * 1.2^3
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[3] = 360.00, -- zoom5 * 1.2^2
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[4] = 300.00, -- zoom5 * 1.2^1
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[5] = 250.00, -- base value
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},
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}
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@@ -424,23 +426,6 @@ local lastZoom, lastFacing, lastXY, lastYY
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local function drawMinimapPin(pin, data)
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local xDist, yDist = lastXY - data.x, lastYY - data.y
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-- Throttled debug: print once per second max
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if _G.QuestieDebugMinimapPin and (not _G._QDPinDebugTime or (GetTime() - _G._QDPinDebugTime) > 1) then
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_G._QDPinDebugTime = GetTime()
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-- Also trace zone->world for 1241 so we can see if the icon's stored zone coords are the culprit
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local zoneWorldX, zoneWorldY, zoneInst = HBD:GetWorldCoordinatesFromZone(pin.x / 100, pin.y / 100, data.uiMapID)
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local playerWX, playerWY, playerInst = HBD:GetPlayerWorldPosition()
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local finalX = (xDist / (mapRadius or 1)) * minimapWidth
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local finalY = (yDist / (mapRadius or 1)) * minimapHeight
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print(string.format(
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"[QD] PIN uiMap=%s inst=%s/%s zoneXY=(%.4f,%.4f) zoneW=(%.2f,%.2f) dataW=(%.2f,%.2f) playerW=(%.2f,%.2f) dist=(%.2f,%.2f) mapRad=%.1f final=(%.2f,%.2f) float=%s",
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tostring(data.uiMapID), tostring(data.instanceID), tostring(instanceID),
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pin.x / 100, pin.y / 100, zoneWorldX or -1, zoneWorldY or -1,
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data.x, data.y, lastXY, lastYY,
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xDist, yDist, mapRadius or -1,
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finalX, finalY, tostring(data.floatOnEdge)))
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end
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-- handle rotation
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if rotateMinimap then
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local dx, dy = xDist, yDist
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@@ -539,25 +524,46 @@ local function UpdateMinimapPins(force)
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if x ~= lastXY or y ~= lastYY or diffZoom or facing ~= lastFacing or force then
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-- minimap information
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minimapShape = GetMinimapShape and minimap_shapes[GetMinimapShape() or "ROUND"]
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minimapWidth = pins.Minimap:GetWidth() / 2
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minimapHeight = pins.Minimap:GetHeight() / 2
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-- Compute mapRadius and width/height from the same minimap_size table each frame.
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-- Both values must stay in sync regardless of UI scale changes.
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-- mapRadius: used for diffX/diffY normalization in drawMinimapPin
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-- minimapWidth/minimapHeight: used for pixel offset in SetPoint
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if MinimapRadiusAPI then
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mapRadius = C_Minimap.GetViewRadius()
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mapRadius = MinimapRadiusAPI(Minimap)
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else
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local sizeTable = minimap_size[indoors] or minimap_size.outdoor
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local size = sizeTable[zoom]
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or sizeTable[5]
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or sizeTable[4]
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or sizeTable[3]
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or sizeTable[2]
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or sizeTable[1]
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or sizeTable[0]
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mapRadius = size / 2
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local size = sizeTable[zoom]
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or sizeTable[5] or sizeTable[4] or sizeTable[3]
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or sizeTable[2] or sizeTable[1] or sizeTable[0]
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mapRadius = size / 2
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end
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-- minimapWidth = actual half-width of the visible minimap frame in screen pixels.
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-- diffX (yards) / mapRadius (yards in viewport) * minimapWidth (pixels) = correct screen offset.
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-- No additional scaling needed when mapRadius comes from the live API.
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minimapWidth = pins.Minimap:GetWidth() * pins.Minimap:GetScale() / 2
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minimapHeight = pins.Minimap:GetHeight() * pins.Minimap:GetScale() / 2
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-- update upvalues for icon placement
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lastZoom = zoom
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--[[ DEBUG: One-shot per (zoom, indoors, diffZoom) — shows pixel math state
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if not _G.QuestieDebugPinMath then _G.QuestieDebugPinMath = {} end
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local dbgKey = zoom .. ":" .. (indoors or "?") .. ":" .. tostring(diffZoom)
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if not _G.QuestieDebugPinMath[dbgKey] then
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_G.QuestieDebugPinMath[dbgKey] = true
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print("QDMATH:", dbgKey,
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"mw="..math.floor(minimapWidth),
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"mh="..math.floor(minimapHeight),
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"mapR="..math.floor(mapRadius),
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"ratio="..math.floor((minimapWidth/mapRadius)*100)/100)
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end
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--]]
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local px, py = x, y
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local pInst = instanceID
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--[[ DEBUG: One-shot on first UpdateMinimapPins entry
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if not _G.QuestieDebugPinMath.entering then
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_G.QuestieDebugPinMath.entering = true
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print("UPDATE entering")
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end
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--]]
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lastFacing = facing
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lastXY, lastYY = x, y
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@@ -566,35 +572,8 @@ local function UpdateMinimapPins(force)
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mapCos = cos(facing)
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end
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local debugGateCount = 0
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local debugPinCount = 0
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local debugActiveCount = 0
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local sunCount, sunMinX, sunMaxX, sunMinY, sunMaxY = 0, nil, nil, nil, nil
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for _ in pairs(minimapPins) do debugPinCount = debugPinCount + 1 end
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for _ in pairs(activeMinimapPins) do debugActiveCount = debugActiveCount + 1 end
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for pin, data in pairs(minimapPins) do
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if data.uiMapID == 1241 then
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sunCount = sunCount + 1
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sunMinX = sunMinX and min(sunMinX, data.x) or data.x
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sunMaxX = sunMaxX and max(sunMaxX, data.x) or data.x
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sunMinY = sunMinY and min(sunMinY, data.y) or data.y
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sunMaxY = sunMaxY and max(sunMaxY, data.y) or data.y
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end
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local dist = math.abs(x-data.x) + math.abs(y-data.y)
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if _G.QuestieDebugMinimapGate and data.uiMapID == 1241 and debugGateCount < 3 then
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debugGateCount = debugGateCount + 1
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print(string.format(
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"[QD] SUN#%d total=%d active=%d label=%s uiMap=%s inst=%s/%s dist=%.2f pass=%s float=%s pinW=(%.2f,%.2f) playerW=(%.2f,%.2f)",
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debugGateCount, debugPinCount, debugActiveCount,
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tostring(data.label or data.Name or data.name or data.Title or data.id or data.Id),
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tostring(data.uiMapID), tostring(data.instanceID), tostring(instanceID),
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dist,
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tostring(instanceID == data.instanceID and dist < 500),
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tostring(data.floatOnEdge),
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data.x, data.y, x, y))
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end
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if instanceID == data.instanceID and dist < 500 then
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if instanceID == data.instanceID and math.abs(x-data.x) + math.abs(y-data.y) < 500 then -- questie specific fix
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activeMinimapPins[pin] = data
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data.keep = true
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-- draw the pin (this may reset data.keep if outside of the map)
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@@ -602,14 +581,6 @@ local function UpdateMinimapPins(force)
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end
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end
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if _G.QuestieDebugMinimapGate and sunCount > 0 then
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print(string.format(
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"[QD] SUNSUM total=%d active=%d count=%d x=[%.2f,%.2f] y=[%.2f,%.2f] mapRad=%.1f size=(%.1f,%.1f)",
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debugPinCount, debugActiveCount, sunCount,
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sunMinX or -1, sunMaxX or -1, sunMinY or -1, sunMaxY or -1,
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mapRadius or -1, minimapWidth or -1, minimapHeight or -1))
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end
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minimapPinCount = 0
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for pin, data in pairs(activeMinimapPins) do
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if not data.keep then
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@@ -624,7 +595,24 @@ local function UpdateMinimapPins(force)
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end
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local function UpdateMinimapIconPosition()
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-- get the current map zoom
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-- we have no active minimap pins, just return early
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if minimapPinCount == 0 then return end
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local x, y = _GetEffectiveMinimapPlayerWorldPosition()
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--[[ DEBUG: per-frame player world X trace — fires on first 5 calls then on x change
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if not _G.QuestieDebugPinMath.iconCalled then
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_G.QuestieDebugPinMath.iconCalled = 0
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_G.QuestieDebugPinMath.iconCalled_lastXY = -9999
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end
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_G.QuestieDebugPinMath.iconCalled = _G.QuestieDebugPinMath.iconCalled + 1
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local call = _G.QuestieDebugPinMath.iconCalled
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if call <= 5 or x ~= _G.QuestieDebugPinMath.iconCalled_lastXY then
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print("ICON", call, "x=", x and math.floor(x*100)/100, "lastXY=", lastXY and math.floor(lastXY*100)/100, "diffX=", x and (x-lastXY) and math.floor((x-lastXY)*100)/100 or "nil", "zoom=", zoom)
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end
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_G.QuestieDebugPinMath.iconCalled_lastXY = x
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--]]
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local zoom = pins.Minimap:GetZoom()
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local diffZoom = zoom ~= lastZoom
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-- if the map zoom changed, run a full update sweep
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@@ -633,11 +621,6 @@ local function UpdateMinimapIconPosition()
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||||
return
|
||||
end
|
||||
|
||||
-- we have no active minimap pins, just return early
|
||||
if minimapPinCount == 0 then return end
|
||||
|
||||
local x, y = _GetEffectiveMinimapPlayerWorldPosition()
|
||||
|
||||
-- for rotating minimap support
|
||||
local facing
|
||||
if rotateMinimap then
|
||||
@@ -660,22 +643,44 @@ local function UpdateMinimapIconPosition()
|
||||
end
|
||||
|
||||
if x ~= lastXY or y ~= lastYY or facing ~= lastFacing or refresh then
|
||||
-- update radius of the map
|
||||
-- Use mapRadius for width/height to stay self-consistent with the minimap_size
|
||||
-- lookup table. GetWidth() returns scaled size which diverges from mapRadius
|
||||
-- when UI/interface scale changes, causing drift at different zoom levels.
|
||||
if MinimapRadiusAPI then
|
||||
mapRadius = C_Minimap.GetViewRadius()
|
||||
mapRadius = MinimapRadiusAPI(Minimap)
|
||||
else
|
||||
local sizeTable = minimap_size[indoors] or minimap_size.outdoor
|
||||
local size = sizeTable[zoom]
|
||||
or sizeTable[5]
|
||||
or sizeTable[4]
|
||||
or sizeTable[3]
|
||||
or sizeTable[2]
|
||||
or sizeTable[1]
|
||||
or sizeTable[0]
|
||||
or sizeTable[5]
|
||||
or sizeTable[4]
|
||||
or sizeTable[3]
|
||||
or sizeTable[2]
|
||||
or sizeTable[1]
|
||||
or sizeTable[0]
|
||||
|
||||
mapRadius = size / 2
|
||||
end
|
||||
-- update upvalues for icon placement
|
||||
-- minimapWidth = actual half-width of the visible minimap frame in screen pixels.
|
||||
minimapWidth = pins.Minimap:GetWidth() * pins.Minimap:GetScale() / 2
|
||||
minimapHeight = pins.Minimap:GetHeight() * pins.Minimap:GetScale() / 2
|
||||
|
||||
--[[ DEBUG: One-shot per (zoom, indoors) per-pin — shows ratio stability across zooms
|
||||
if not _G.QuestieDebugPinMath.pinMath then _G.QuestieDebugPinMath.pinMath = {} end
|
||||
local pmKey = zoom .. ":" .. (indoors or "?")
|
||||
if not _G.QuestieDebugPinMath.pinMath[pmKey] then
|
||||
_G.QuestieDebugPinMath.pinMath[pmKey] = true
|
||||
-- diffX = xDist / mapRadius, then final = diffX * minimapWidth
|
||||
-- If mapRadius changes but minimapWidth doesn't, the multiplier (minimapWidth/mapRadius) changes per zoom
|
||||
-- If both change proportionally, multiplier stays near 1.0
|
||||
print("QDMATH:", pmKey,
|
||||
"mw="..math.floor(minimapWidth),
|
||||
"mh="..math.floor(minimapHeight),
|
||||
"mapR="..math.floor(mapRadius),
|
||||
"ratio="..math.floor((minimapWidth/mapRadius)*100)/100)
|
||||
end
|
||||
--]]
|
||||
|
||||
-- Compute pixel offset for this pin
|
||||
lastXY, lastYY = x, y
|
||||
lastFacing = facing
|
||||
|
||||
@@ -733,18 +738,10 @@ local function HandleWorldMapPin(icon, data)
|
||||
-- Child-map / zone-redirect exception: if we're viewing a child map (e.g. Sunstrider 1241)
|
||||
-- and the pin belongs to a parent map (e.g. Eversong 1941) or a zone that shares the same
|
||||
-- coordinate space, SHOW_CURRENT pins should still be visible.
|
||||
-- Sunstrider and Eversong share visibility, but 1241 must remain the actual render target.
|
||||
-- Also handles the reverse: pins tagged 1241/946 should show on 1941, and vice versa,
|
||||
-- because these maps share the same rendered area on Ascension.
|
||||
local effectiveUiMapID = ResolveZone(uiMapID)
|
||||
local effectiveDataUiMapID = ResolveZone(data.uiMapID)
|
||||
local sharesSunstriderSpace = (
|
||||
(uiMapID == 1241 and data.uiMapID == 1941) or
|
||||
(uiMapID == 1941 and data.uiMapID == 1241) or
|
||||
(uiMapID == 946 and data.uiMapID == 1241) or
|
||||
(uiMapID == 1241 and data.uiMapID == 946) or
|
||||
(uiMapID == 946 and data.uiMapID == 1941) or
|
||||
(uiMapID == 1941 and data.uiMapID == 946) or
|
||||
(effectiveUiMapID == 1941 and effectiveDataUiMapID == 1941 and (uiMapID == 1241 or data.uiMapID == 1241 or uiMapID == 946 or data.uiMapID == 946))
|
||||
)
|
||||
local isChildMap = false
|
||||
local ancestorMapID = HBD.mapData[uiMapID] and HBD.mapData[uiMapID].parentMapID
|
||||
while ancestorMapID and HBD.mapData[ancestorMapID] do
|
||||
@@ -756,7 +753,7 @@ local function HandleWorldMapPin(icon, data)
|
||||
end
|
||||
-- Zone-redirect equivalence: if the viewed map and pin's map redirect to the same
|
||||
-- target, they share the same coordinate space and should show each other's pins.
|
||||
local isSameZoneSpace = (effectiveUiMapID == effectiveDataUiMapID) or sharesSunstriderSpace
|
||||
local isSameZoneSpace = (effectiveUiMapID == effectiveDataUiMapID)
|
||||
|
||||
if (Questie.db.profile.hideIconsOnContinents == true) and (HBD.mapData[uiMapID].mapType == Enum.UIMapType.Continent or uiMapID == 947) or (uiMapID ~= data.uiMapID and data.worldMapShowFlag == HBD_PINS_WORLDMAP_SHOW_CURRENT and not isChildMap and not isSameZoneSpace) then
|
||||
icon:Hide();
|
||||
|
||||
Reference in New Issue
Block a user