wip: preserve Sunstrider minimap debugging state

This commit is contained in:
Xurkon
2026-05-30 12:24:11 -05:00
parent 1311ee6fd3
commit 72b924c514
3 changed files with 163 additions and 14 deletions
+49 -11
View File
@@ -282,7 +282,7 @@ function HBD:GetPlayerWorldPosition()
local wx, wy, inst = HBD:GetWorldCoordinatesFromZone(x, y, uiMapID)
_pwp_x, _pwp_y, _pwp_inst = wx, wy, inst
_pwp_time = now
if _G.QuestieDebugPins then
if _G.QuestieDebugPlayerWorld then
print(string.format("[QD] GetPlayerWorldPosition: zoneX=%.4f zoneY=%.4f uiMapID=%s -> worldX=%s worldY=%s inst=%s",
x, y, tostring(uiMapID), tostring(wx), tostring(wy), tostring(inst)))
end
@@ -425,15 +425,18 @@ local function drawMinimapPin(pin, data)
local xDist, yDist = lastXY - data.x, lastYY - data.y
-- Throttled debug: print once per second max
if _G.QuestieDebugPins and data.uiMapID and (not _G._QDPinDebugTime or (GetTime() - _G._QDPinDebugTime) > 1) then
_G._QDPinDebugTime = GetTime()
print(string.format(
"[QD] PIN uiMap=%s pinW=(%.2f,%.2f) playerW=(%.2f,%.2f) dist=(%.2f,%.2f) mapRad=%.1f diff=(%.4f,%.4f)",
tostring(data.uiMapID),
data.x, data.y, lastXY, lastYY,
xDist, yDist, mapRadius or -1,
xDist / (mapRadius or 1), yDist / (mapRadius or 1)))
end
if _G.QuestieDebugMinimapPin and data.uiMapID and (not _G._QDPinDebugTime or (GetTime() - _G._QDPinDebugTime) > 1) then
_G._QDPinDebugTime = GetTime()
local finalX = (xDist / (mapRadius or 1)) * minimapWidth
local finalY = (yDist / (mapRadius or 1)) * minimapHeight
print(string.format(
"[QD] PIN uiMap=%s inst=%s/%s pinW=(%.2f,%.2f) playerW=(%.2f,%.2f) dist=(%.2f,%.2f) mapRad=%.1f scale=(%.4f,%.4f) final=(%.2f,%.2f)",
tostring(data.uiMapID), tostring(data.instanceID), tostring(lastInstanceId),
data.x, data.y, lastXY, lastYY,
xDist, yDist, mapRadius or -1,
xDist / (mapRadius or 1), yDist / (mapRadius or 1),
finalX, finalY))
end
-- handle rotation
if rotateMinimap then
@@ -560,8 +563,35 @@ local function UpdateMinimapPins(force)
mapCos = cos(facing)
end
local debugGateCount = 0
local debugPinCount = 0
local debugActiveCount = 0
local sunCount, sunMinX, sunMaxX, sunMinY, sunMaxY = 0, nil, nil, nil, nil
for _ in pairs(minimapPins) do debugPinCount = debugPinCount + 1 end
for _ in pairs(activeMinimapPins) do debugActiveCount = debugActiveCount + 1 end
for pin, data in pairs(minimapPins) do
if instanceID == data.instanceID and math.abs(x-data.x) + math.abs(y-data.y) < 500 then -- questie specific fix
if data.uiMapID == 1241 then
sunCount = sunCount + 1
sunMinX = sunMinX and min(sunMinX, data.x) or data.x
sunMaxX = sunMaxX and max(sunMaxX, data.x) or data.x
sunMinY = sunMinY and min(sunMinY, data.y) or data.y
sunMaxY = sunMaxY and max(sunMaxY, data.y) or data.y
end
local dist = math.abs(x-data.x) + math.abs(y-data.y)
if _G.QuestieDebugMinimapGate and data.uiMapID == 1241 and debugGateCount < 3 then
debugGateCount = debugGateCount + 1
print(string.format(
"[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)",
debugGateCount, debugPinCount, debugActiveCount,
tostring(data.label or data.Name or data.name or data.Title or data.id or data.Id),
tostring(data.uiMapID), tostring(data.instanceID), tostring(instanceID),
dist,
tostring(instanceID == data.instanceID and dist < 500),
tostring(data.floatOnEdge),
data.x, data.y, x, y))
end
if instanceID == data.instanceID and dist < 500 then
activeMinimapPins[pin] = data
data.keep = true
-- draw the pin (this may reset data.keep if outside of the map)
@@ -569,6 +599,14 @@ local function UpdateMinimapPins(force)
end
end
if _G.QuestieDebugMinimapGate and sunCount > 0 then
print(string.format(
"[QD] SUNSUM total=%d active=%d count=%d x=[%.2f,%.2f] y=[%.2f,%.2f] mapRad=%.1f size=(%.1f,%.1f)",
debugPinCount, debugActiveCount, sunCount,
sunMinX or -1, sunMaxX or -1, sunMinY or -1, sunMaxY or -1,
mapRadius or -1, minimapWidth or -1, minimapHeight or -1))
end
minimapPinCount = 0
for pin, data in pairs(activeMinimapPins) do
if not data.keep then