fix(quest): learned spawns suppressed after quest re-accept
The monster handler replaced spawns with learned data when prioritizeMyData was enabled but didn't set isLearned=true on monsterData. The prioritizeMyData filter in PopulateObjective checked 'if not spawnData.isLearned' and suppressed the spawn, causing pins to not render after quest abandon+re-accept cycle.
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@@ -147,6 +147,8 @@ monster = function(npcId, objective)
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spawns = {}
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end
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local isLearned = false
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-- Learner safety net: when prioritizeMyData is enabled and the Learner has
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-- verified spawn data for this NPC, prefer it over compiled DB spawns.
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-- This catches edge cases where the npcDataOverrides chain doesn't fully
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@@ -161,6 +163,7 @@ monster = function(npcId, objective)
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if learnedSpawns and next(learnedSpawns) and learnedNpc.mc and learnedNpc.mc >= threshold then
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Questie:Debug(Questie.DEBUG_DEVELOP, "[monster] Preferring learned spawns for NPC:", npcId, "(mc=" .. tostring(learnedNpc.mc) .. ")")
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spawns = learnedSpawns
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isLearned = true
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end
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end
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end
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@@ -182,6 +185,7 @@ monster = function(npcId, objective)
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GetIconScale = _GetIconScaleForMonster,
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IconScale = _GetIconScaleForMonster(),
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TooltipKey = "m_" .. npcId, -- todo: use ID based keys
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isLearned = isLearned,
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}
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return {
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