fix: QuestieArrow.lua syntax error - remove leftover inner closure bodies

The previous patch hoisted _CollectFinisherSpawns and _CollectObjective to
module level but failed to remove the original inner function bodies from
_CollectQuestTargets, leaving 100+ lines of orphaned code and a phantom
bare 'end' that caused '<eof> expected near end' on load.

_CollectQuestTargets is now clean: calls the hoisted module-level functions
directly, no inner local function declarations.
This commit is contained in:
Xurkon
2026-03-29 16:46:37 -05:00
parent 77860bfd92
commit 751c9974b4
+2 -100
View File
@@ -585,105 +585,8 @@ function QuestieArrow:UpdateNearestTargets()
local isComplete = quest.isComplete or (QuestieDB.IsComplete(quest.Id) == 1)
if isComplete then quest.isComplete = true end
-- (hoisted) _GetCompleteIconType, _CollectFinisherSpawns, _CollectObjective
-- are module-level functions; no closures created here.
local function _CollectFinisherSpawns(finisher)
if not finisher then
return
end
local iconPath = ResolveIconTexture(_GetCompleteIconType())
if finisher.spawns then
for finisherZone, spawns in pairs(finisher.spawns) do
if finisherZone and spawns then
for _, coords in ipairs(spawns) do
if coords and coords[1] and coords[2] then
if coords[1] == -1 or coords[2] == -1 then
local dungeonLocation = ZoneDB:GetDungeonLocation(finisherZone)
if dungeonLocation then
for _, value in ipairs(dungeonLocation) do
local zone = value[1]
local x = value[2]
local y = value[3]
-- Auto Logic: Hide distant quests (different zone)
if not (usingAutoLogic and zone ~= playerZoneId and zone ~= playerUiMapId) then
local uiMapId = ZoneDB:GetUiMapIdByAreaId(zone)
if uiMapId and x and y then
local targetX, targetY, targetInstance = HBD:GetWorldCoordinatesFromZone(x / 100.0, y / 100.0, uiMapId)
if targetX and targetY and targetInstance then
local dist = HBD:GetWorldDistance(targetInstance, playerX, playerY, targetX, targetY)
if dist then
if targetInstance ~= playerInstance then
dist = 500000 + dist * 100
end
table.insert(sortedTargets, {
x = x, y = y, uiMapId = uiMapId, title = quest.name, questLevel = quest.level, iconPath = iconPath, distance = dist,
})
end
end
end
end
end
end
else
-- Auto Logic: Hide distant quests (different zone)
if not (usingAutoLogic and finisherZone ~= playerZoneId and finisherZone ~= playerUiMapId) then
local x = coords[1]
local y = coords[2]
local uiMapId = ZoneDB:GetUiMapIdByAreaId(finisherZone)
if uiMapId then
local targetX, targetY, targetInstance = HBD:GetWorldCoordinatesFromZone(x / 100.0, y / 100.0, uiMapId)
if targetX and targetY and targetInstance then
local dist = HBD:GetWorldDistance(targetInstance, playerX, playerY, targetX, targetY)
if dist then
if targetInstance ~= playerInstance then
dist = 500000 + dist * 100
end
table.insert(sortedTargets, {
x = x, y = y, uiMapId = uiMapId, title = quest.name, questLevel = quest.level, iconPath = iconPath, distance = dist,
})
end
end
end
end
end
end
end
end
end
end
if finisher.waypoints then
for zone, waypoints in pairs(finisher.waypoints) do
-- Auto Logic: Hide distant quests (different zone)
if not (usingAutoLogic and zone ~= playerZoneId and zone ~= playerUiMapId) then
if waypoints and waypoints[1] and waypoints[1][1] and waypoints[1][1][1] then
local x = waypoints[1][1][1]
local y = waypoints[1][1][2]
local uiMapId = ZoneDB:GetUiMapIdByAreaId(zone)
if uiMapId and x and y then
local targetX, targetY, targetInstance = HBD:GetWorldCoordinatesFromZone(x / 100.0, y / 100.0, uiMapId)
if targetX and targetY and targetInstance then
local dist = HBD:GetWorldDistance(targetInstance, playerX, playerY, targetX, targetY)
if dist then
if targetInstance ~= playerInstance then
dist = 500000 + dist * 100
end
table.insert(sortedTargets, {
x = x, y = y, uiMapId = uiMapId, title = quest.name, questLevel = quest.level, iconPath = iconPath, distance = dist,
})
end
end
end
end
end
end
end
end
end
-- _GetCompleteIconType, _CollectFinisherSpawns, _CollectObjective are hoisted
-- to module level above; no closures are created here.
-- Main Logic Route for this quest target
if isComplete then
@@ -694,7 +597,6 @@ function QuestieArrow:UpdateNearestTargets()
elseif quest.Finisher.Type == "object" and QuestieDB and QuestieDB.GetObject then
finisher = QuestieDB:GetObject(quest.Finisher.Id)
end
_CollectFinisherSpawns(finisher, quest)
end
-- If the quest is complete, do not add normal objectives to the arrow!