v1.6.3-unreleased: Sunstrider zone fixes, QuestieLearner icon preservation, migration, and Busted test suite

Code changes (13 files, +916/-171):
- ZoneDB integration: GetZoneId() converts uiMapId→areaId via ZoneDB reverse lookup
- MIN_CONFIDENCE_PINS reduced to 1 for Ascension (incomplete NPC DBs)
- QuestieLearner icon preservation: objective Icon passed to RegisterObjectiveTooltip
- InjectLearnedData zone migration: converts old uiMapId spawn keys to areaId
- areaId passed through all LearnNPC call sites (OnMouseoverUnit, OnQuestDetail,
  OnQuestComplete, OnQuestAccepted, OnQuestTurnedIn, OnGossipShow)
- Compat/Compat.lua: C_Map.GetPlayerMapPosition UiMapData support
- Compat/HBD.lua: Sunstrider mapData aliases and fallback loading
- Sunstrider arrow fix (QuestieArrow.lua), resolved pin rendering (QuestieMap.lua)
- _MergeOverride helper for string/numeric key compatibility
- Northshire Valley UiMapData registration

Testing infrastructure:
- .busted config pointing to tests/ directory
- Tests/wow_api_mock.lua: WoW API mocks (ZoneDB, C_Map, QuestLogCache, etc.)
- Tests/QuestieLearner_spec.lua: 12 tests covering coordinate scaling, spell cast
  learning, zone migration (NPC/objects), icon preservation, settings defaults,
  and LearnNPC spawn zone tracking
- selene.toml + wow_classic.yml: linter configuration

Documentation:
- Makefile with test/lint/ci targets
- sunstrider-coordinate-collection.md: coordinate data reference
- sunstrider-pin-fix.md: root cause analysis and fix documentation
This commit is contained in:
Xurkon
2026-05-16 07:32:47 -05:00
parent 306fb2ac89
commit bf6ecaedbe
22 changed files with 2218 additions and 179 deletions
+256 -72
View File
@@ -49,6 +49,7 @@ local hasManualTarget = false
-- Shared context written by UpdateNearestTargets, read by hoisted helpers.
-- Avoids closure allocation on every call.
local _arrow_playerX, _arrow_playerY, _arrow_playerInstance
local _arrow_playerCalibratedX, _arrow_playerCalibratedY, _arrow_playerCalibratedGroup
local _arrow_usingAutoLogic, _arrow_playerZoneId, _arrow_playerUiMapId
local _arrow_quest -- current quest being processed by the hoisted helpers
@@ -132,6 +133,66 @@ local function ResolveIconTexture(icon)
return nil
end
local function _ResolveArrowUiMapId(uiMapId)
-- Sunstrider Isle (1241) and its ghost map (946) both resolve to Eversong Woods (1941)
-- for arrow calculations. This normalizes both player and target uiMapIds so the
-- same-map branch fires and zone-relative coord math works consistently.
-- NOTE: _ResolveMapUiMapId in QuestieMap.lua also redirects 1241→1941 because
-- on Ascension, map 1241 shares Eversong's coordinate space. Zone 3430 data
-- now maps to uiMapId 1941 via GetUiMapIdByAreaId(3430)=1941, so quest items
-- render on the Eversong map and appear on Sunstrider via ZONE_REDIRECT.
if uiMapId == 1241 or uiMapId == 946 then
return 1941
end
return uiMapId
end
local function _GetSunstriderPlayerMapPosition(debugArrow)
local worldX, worldY, _, mapX, mapY, group = QuestieCompat.GetCalibratedPlayerPosition(_arrow_playerUiMapId, _arrow_playerZoneId, "player")
if group and mapX and mapY then
if debugArrow then
print(string.format("Sunstrider helper: calibrated primary=%s -> mapX=%.4f mapY=%.4f worldX=%.1f worldY=%.1f",
tostring(group.primaryUiMapId), mapX, mapY, worldX or 0, worldY or 0))
end
return mapX, mapY
end
local mapX2, mapY2
if QuestieCompat and QuestieCompat.C_Map and QuestieCompat.C_Map.GetPlayerMapPosition then
-- For local player map coords on Sunstrider, ask for the actual child map (1241).
-- Asking for parent 1941 returns parent-relative coords (~60/44) which recreates
-- the classic 433-yard / backwards-arrow bug when compared against Sunstrider-local
-- target coords (~38/21).
local mapPos = QuestieCompat.C_Map.GetPlayerMapPosition(1241, "player")
if type(mapPos) == "table" then
mapX2, mapY2 = mapPos.x, mapPos.y
if debugArrow then
print(string.format("Sunstrider helper: explicit 1241 lookup -> mapX=%.4f mapY=%.4f", mapX2 or 0, mapY2 or 0))
end
if mapX2 and mapY2 and mapX2 > 0 and mapY2 > 0 then
return mapX2, mapY2
end
end
end
if QuestieCompat and QuestieCompat.GetCurrentPlayerPosition then
local resolvedUiMapId, compatX, compatY = QuestieCompat.GetCurrentPlayerPosition()
mapX2, mapY2 = compatX, compatY
if debugArrow then
local has1241 = QuestieCompat and QuestieCompat.UiMapData and QuestieCompat.UiMapData[1241] and true or false
print(string.format("Sunstrider helper: compat current-zone uiMapId=%s mapX=%.4f mapY=%.4f hasUiMap1241=%s",
tostring(resolvedUiMapId), mapX2 or 0, mapY2 or 0, tostring(has1241)))
end
if mapX2 and mapY2 and mapX2 > 0 and mapY2 > 0 then
return mapX2, mapY2
end
end
mapX2, mapY2 = GetPlayerMapPosition("player")
return mapX2, mapY2
end
local function _ApplyOutline(fontString)
if not fontString or not fontString.GetFont or not fontString.SetFont then
return
@@ -289,6 +350,15 @@ local pX, pY, pInst = _arrow_playerX, _arrow_playerY, _arrow_playerInstance
-- Fallback to HBD if upvalues aren't set yet
pX, pY, pInst = HBD:GetPlayerWorldPosition()
end
if debugArrow then
local hbPX, hbPY, hbPInst = HBD:GetPlayerWorldPosition()
print(string.format("DEBUG PLAYER COMPARE: UnitPos pX=%.1f pY=%.1f | HBD pX=%.1f pY=%.1f | inst=%s",
pX or 0, pY or 0, hbPX or 0, hbPY or 0, tostring(hbPInst)))
print(string.format("DEBUG MAP RELATIVE: pX=%.4f pY=%.4f (from _arrow_playerX/Y, UnitPosition world coords)", pX or 0, pY or 0))
print(string.format("DEBUG OnUpdate: rawUiMapId=%s resolved=%s targetUiMapId=%s", tostring(_arrow_playerUiMapId), tostring(playerUiMapId), tostring(targetUiMapId)))
print(string.format("DEBUG SPAWN COORDS: target worldX=%.1f worldY=%.1f rawMapX=%.2f rawMapY=%.2f",
targetX or 0, targetY or 0, rawMapX or 0, rawMapY or 0))
end
if not pX or not pY or not pInst then
local debugArrow = Questie and Questie.db and Questie.db.profile and Questie.db.profile.debugArrow
if debugArrow then
@@ -299,11 +369,15 @@ local pX, pY, pInst = _arrow_playerX, _arrow_playerY, _arrow_playerInstance
return
end
-- Use the same uiMapId that _CollectObjective used for spawns to ensure consistent
-- instance ID. If the player is on the same map as the target (same uiMapId), their
-- instances must match. We get this from _arrow_playerUiMapId as a fallback.
local playerUiMapId = _arrow_playerUiMapId or 0
local targetUiMapId = target.uiMapId or 0
-- Player's ACTUAL uiMapId (1241 on Sunstrider) vs target's uiMapId.
-- _arrow_playerUiMapId is the real map the player is on (1241 on Sunstrider).
-- target.uiMapId is the resolved uiMapId for the spawn (1941 for Sunstrider targets).
-- Use the player's REAL uiMapId for the same-map check — not the resolved one.
-- _ResolveArrowUiMapId normalizes both player and target uiMapIds to the same
-- coordinate system: 1241→1941, 946→1941. This lets the same-map branch work
-- on Sunstrider Isle where player is on 946 but targets resolve to 1941.
local playerUiMapId = _ResolveArrowUiMapId(_arrow_playerUiMapId) or 0
local targetUiMapId = _ResolveArrowUiMapId(target.uiMapId) or 0
-- Declare world coords outside the branches so they're in scope for direction calc
local playerWorldX, playerWorldY
@@ -316,15 +390,53 @@ local pX, pY, pInst = _arrow_playerX, _arrow_playerY, _arrow_playerInstance
-- nil for distance anyway. Fall through to direction calc with player coords.
end
-- Calculate arrow direction using pfQuest's method, but in world coordinates
-- (map coordinates break when the target is in a different zone)
-- Calculate arrow direction using zone-relative coords when on same map (avoids
-- world-coordinate mismatch on Sunstrider Isle where player is in EK world space).
-- For cross-map, fall back to world coords via HBD.
-- The key insight: on Sunstrider, _arrow_playerX/Y (world EK coords) and target.x/y
-- (zone coords in Sunstrider space) are incompatible. We use C_Map to get the player's
-- zone coords in Sunstrider space so they align with target zone coords.
local targetX, targetY, targetInstance
local useZoneAngle = false
local zoneAngle = nil
local zoneBasedDist = nil
-- Declare worldPlayerX/Y here so they're in scope for the debug print at line 478
-- even when the same-map branch takes the zone-relative path (useZoneAngle=true).
local worldPlayerX, worldPlayerY
if debugArrow then
print(string.format("DEBUG BRANCH CHECK: playerUiMapId=%s targetUiMapId=%s sameMap=%s",
tostring(playerUiMapId), tostring(targetUiMapId),
tostring(playerUiMapId == targetUiMapId and playerUiMapId ~= 0)))
end
if playerUiMapId == targetUiMapId and playerUiMapId ~= 0 then
-- Same uiMapId: compute target world coords using HBD
targetX, targetY, targetInstance = HBD:GetWorldCoordinatesFromZone(target.x / 100.0, target.y / 100.0, targetUiMapId)
if not targetX or not targetY or not targetInstance then
self.distance:SetText("Distance: --")
return
-- Same uiMapId on Sunstrider/Eversong: use zone-relative coordinates for BOTH
-- distance and direction. Mixing player UnitPosition world coords with HBD target
-- coords recreates the classic 433-yard / backwards-arrow bug.
local pZoneX, pZoneY = _GetSunstriderPlayerMapPosition(debugArrow)
local playerZoneX, playerZoneY = pZoneX * 100, pZoneY * 100
local targetZoneX, targetZoneY = target.x, target.y
local zoneDist = sqrt((playerZoneX - targetZoneX) ^ 2 + (playerZoneY - targetZoneY) ^ 2)
-- Eversong/Sunstrider: 100 zone-units ≈ 1353 yards (full map width from HBD bounds)
local zoneScale = 13.53 -- yards per zone-unit
zoneBasedDist = zoneDist * zoneScale
local zoneXDelta = (playerZoneX - targetZoneX) * 1.5
local zoneYDelta = -(playerZoneY - targetZoneY)
zoneAngle = atan2(zoneXDelta, -zoneYDelta)
zoneAngle = zoneAngle > 0 and (pi * 2) - zoneAngle or -zoneAngle
if zoneAngle < 0 then zoneAngle = zoneAngle + (pi * 2) end
targetX, targetY, targetInstance = targetZoneX, targetZoneY, 0
useZoneAngle = true
if debugArrow then
local dbg1941x, dbg1941y = HBD:GetZoneCoordinatesFromWorld(pX, pY, 1941, true)
local dbg1241x, dbg1241y = HBD:GetZoneCoordinatesFromWorld(pX, pY, 1241, true)
print(string.format("DEBUG SAME_MAP: zoneDist=%.4f zoneYards≈%.1f | pZone(%.2f,%.2f) tZone(%.2f,%.2f) angle=%.2f | world->1941(%.4f,%.4f) world->1241(%.4f,%.4f)",
zoneDist, zoneBasedDist, playerZoneX, playerZoneY, targetZoneX, targetZoneY,
zoneAngle or 0,
(dbg1941x or -1), (dbg1941y or -1),
(dbg1241x or -1), (dbg1241y or -1)))
end
else
-- Different maps: convert target to world coords using its uiMapId (works for 1941).
@@ -332,10 +444,17 @@ local pX, pY, pInst = _arrow_playerX, _arrow_playerY, _arrow_playerInstance
local tWX, tWY, tInst = HBD:GetWorldCoordinatesFromZone(target.x / 100.0, target.y / 100.0, targetUiMapId)
if tWX and tWY then
targetX, targetY, targetInstance = tWX, tWY, tInst or pInst or 0
if debugArrow then
print(string.format("DEBUG OnUpdate else-branch: tWX=%.4f tWY=%.4f tInst=%s using HBD", tWX, tWY, tostring(tInst)))
end
else
-- HBD failed too: use raw map coords as last resort
-- HBD failed: fall back to zone coords (target.x, target.y) for direction only.
-- Distance will be wrong (zone units instead of yards) but arrow will point correctly.
targetX, targetY = target.x, target.y
targetInstance = pInst or 0
if debugArrow then
print(string.format("DEBUG OnUpdate else-branch: HBD failed for target uiMapId=%s, falling back to zone coords (%.2f, %.2f)", tostring(targetUiMapId), targetX, targetY))
end
end
end
@@ -345,31 +464,38 @@ local pX, pY, pInst = _arrow_playerX, _arrow_playerY, _arrow_playerInstance
return
end
-- Use world coords for direction: both player and target must be in world coordinate space.
-- UnitPosition("player") gives world coords directly. For same-uiMapId: pX/pY from
-- UpdateNearestTargets are world coords from UnitPosition — use directly.
local worldPlayerX, worldPlayerY
if playerWorldX then
worldPlayerX, worldPlayerY = playerWorldX, playerWorldY
-- Skip world direction calc when same-map; zoneAngle already computed above
if useZoneAngle then
-- zoneAngle already set; apply facing and proceed.
-- Sunstrider calibrated zone-space currently resolves to the inverse heading
-- relative to the arrow sprite sheet, so flip by 180 degrees after facing.
angle = zoneAngle - (GetPlayerFacing and GetPlayerFacing() or 0) + pi
if angle < 0 then angle = angle + (pi * 2) end
if angle >= (pi * 2) then angle = angle - (pi * 2) end
else
worldPlayerX, worldPlayerY = pX, pY
-- Use world coords for direction: both player and target must be in world coordinate space.
-- UnitPosition("player") gives world coords directly. For same-uiMapId: pX/pY from
-- UpdateNearestTargets are world coords from UnitPosition — use directly.
if playerWorldX then
worldPlayerX, worldPlayerY = playerWorldX, playerWorldY
else
worldPlayerX, worldPlayerY = pX, pY
end
if not targetX or not targetY then
self.distance:SetText("Distance: --")
return
end
local xDelta = (worldPlayerX - targetX) * 1.5
local yDelta = (worldPlayerY - targetY)
angle = atan2(xDelta, -(yDelta))
angle = angle > 0 and (pi * 2) - angle or -angle
if angle < 0 then angle = angle + (pi * 2) end
angle = angle - (GetPlayerFacing and GetPlayerFacing() or 0)
end
-- targetX/Y are already world coords from the same-map or cross-map branch above
if not targetX or not targetY then
self.distance:SetText("Distance: --")
return
end
local xDelta = (worldPlayerX - targetX) * 1.5
local yDelta = (worldPlayerY - targetY)
local angle = atan2(xDelta, -(yDelta))
angle = angle > 0 and (pi * 2) - angle or -angle
if angle < 0 then angle = angle + (pi * 2) end
local player = GetPlayerFacing and GetPlayerFacing() or 0
angle = angle - player
-- Calculate color gradient based on direction
local perc = abs(((pi - abs(angle)) / pi))
local r, g, b = GetColorGradient(perc)
@@ -392,12 +518,28 @@ local pX, pY, pInst = _arrow_playerX, _arrow_playerY, _arrow_playerInstance
yend = yend - padY
-- Calculate distance and alpha
-- worldPlayerX/Y are in world coords (converted from cross-map or same-map path)
local dist = HBD:GetWorldDistance(targetInstance, worldPlayerX, worldPlayerY, targetX, targetY)
-- Override distance with zone-based when same-map (avoids cross-world-system mismatch)
local dist = nil
if useZoneAngle and zoneBasedDist then
dist = zoneBasedDist
else
dist = HBD:GetWorldDistance(targetInstance, worldPlayerX, worldPlayerY, targetX, targetY)
end
if debugArrow then
local dbgDist = dist or 0
local dbgPX = worldPlayerX or 0
local dbgPY = worldPlayerY or 0
print(string.format("DEBUG DIST: dist=%s inst=%s pX=%.1f pY=%.1f tX=%.1f tY=%.1f rawMapX=%s rawMapY=%s",
tostring(dbgDist), tostring(targetInstance),
dbgPX, dbgPY,
targetX or 0, targetY or 0,
tostring(target.x), tostring(target.y)))
end
if dist then
local debugArrow = Questie and Questie.db and Questie.db.profile and Questie.db.profile.debugArrow
if debugArrow then
print(string.format("QuestieArrow OnUpdate: dist=%.1f worldPlayerX=%.1f worldPlayerY=%.1f targetX=%.1f targetY=%.1f targetInst=%s title='%s'", dist, worldPlayerX, worldPlayerY, targetX, targetY, tostring(targetInstance), tostring(target.title)))
local dbgWorldPX = worldPlayerX or targetX or 0
local dbgWorldPY = worldPlayerY or targetY or 0
print(string.format("QuestieArrow OnUpdate: dist=%.1f worldPlayerX=%.1f worldPlayerY=%.1f targetX=%.1f targetY=%.1f targetInst=%s title='%s' rawMapX=%s rawMapY=%s", dist, dbgWorldPX, dbgWorldPY, targetX or 0, targetY or 0, tostring(targetInstance), tostring(target.title), tostring(target.x), tostring(target.y)))
end
local area = 1
local alpha = dist - area
@@ -513,13 +655,14 @@ local function _CollectFinisherSpawns(finisher, quest)
if true then
local uiMapId = ZoneDB:GetUiMapIdByAreaId(zone)
if uiMapId and x and y then
local tX, tY, tInst = HBD:GetWorldCoordinatesFromZone(x / 100.0, y / 100.0, uiMapId)
local resolvedUiMapId = _ResolveArrowUiMapId(uiMapId)
local tX, tY, tInst = HBD:GetWorldCoordinatesFromZone(x / 100.0, y / 100.0, resolvedUiMapId)
if tX and tY and tInst then
local dist = HBD:GetWorldDistance(tInst, pX, pY, tX, tY)
if dist then
if tInst ~= pInst 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,
x = x, y = y, uiMapId = resolvedUiMapId, title = quest.name, questLevel = quest.level, iconPath = iconPath, distance = dist,
})
end
end
@@ -534,13 +677,14 @@ local function _CollectFinisherSpawns(finisher, quest)
local y = coords[2]
local uiMapId = ZoneDB:GetUiMapIdByAreaId(finisherZone)
if uiMapId then
local tX, tY, tInst = HBD:GetWorldCoordinatesFromZone(x / 100.0, y / 100.0, uiMapId)
local resolvedUiMapId = _ResolveArrowUiMapId(uiMapId)
local tX, tY, tInst = HBD:GetWorldCoordinatesFromZone(x / 100.0, y / 100.0, resolvedUiMapId)
if tX and tY and tInst then
local dist = HBD:GetWorldDistance(tInst, pX, pY, tX, tY)
if dist then
if tInst ~= pInst 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,
x = x, y = y, uiMapId = resolvedUiMapId, title = quest.name, questLevel = quest.level, iconPath = iconPath, distance = dist,
})
end
end
@@ -561,13 +705,14 @@ local function _CollectFinisherSpawns(finisher, quest)
local y = waypoints[1][1][2]
local uiMapId = ZoneDB:GetUiMapIdByAreaId(zone)
if uiMapId and x and y then
local tX, tY, tInst = HBD:GetWorldCoordinatesFromZone(x / 100.0, y / 100.0, uiMapId)
local resolvedUiMapId = _ResolveArrowUiMapId(uiMapId)
local tX, tY, tInst = HBD:GetWorldCoordinatesFromZone(x / 100.0, y / 100.0, resolvedUiMapId)
if tX and tY and tInst then
local dist = HBD:GetWorldDistance(tInst, pX, pY, tX, tY)
if dist then
if tInst ~= pInst 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,
x = x, y = y, uiMapId = resolvedUiMapId, title = quest.name, questLevel = quest.level, iconPath = iconPath, distance = dist,
})
end
end
@@ -614,16 +759,22 @@ local function _CollectObjective(objective, quest)
print(string.format(" spawn=(%.1f,%.1f) uiMapId=%s", spawn[1], spawn[2], tostring(uiMapId)))
end
if uiMapId then
local tX, tY, tInst = HBD:GetWorldCoordinatesFromZone(spawn[1] / 100.0, spawn[2] / 100.0, uiMapId)
local resolvedUiMapId = _ResolveArrowUiMapId(uiMapId)
local tX, tY, tInst, calibratedTargetGroup = QuestieCompat.GetCalibratedWorldCoordinatesFromZone(spawn[1] / 100.0, spawn[2] / 100.0, resolvedUiMapId, zone)
if tX and tY and tInst then
local dist = HBD:GetWorldDistance(tInst, pX, pY, tX, tY)
local dist
if calibratedTargetGroup and _arrow_playerCalibratedGroup and _arrow_playerCalibratedX and _arrow_playerCalibratedY then
dist = sqrt((_arrow_playerCalibratedX - tX) ^ 2 + (_arrow_playerCalibratedY - tY) ^ 2)
else
dist = HBD:GetWorldDistance(tInst, pX, pY, tX, tY)
end
if dist then
if tInst ~= pInst then dist = 500000 + dist * 100 end
if (not calibratedTargetGroup) and tInst ~= pInst then dist = 500000 + dist * 100 end
if debugCollect then
print(string.format(" ADDED dist=%.0f", dist))
end
table.insert(sortedTargets, {
x = spawn[1], y = spawn[2], uiMapId = uiMapId,
x = spawn[1], y = spawn[2], uiMapId = resolvedUiMapId,
title = quest.name, questLevel = quest.level,
iconPath = ResolveIconTexture(objective.Icon) or ResolveIconTexture(spawnData and spawnData.Icon),
distance = dist,
@@ -653,18 +804,37 @@ sortedTargets = {}
local debugArrow = Questie and Questie.db and Questie.db.profile and Questie.db.profile.debugArrow
-- Detect Sunstrider Isle first (before calling HBD) since HBD:GetPlayerWorldPosition()
-- returns non-nil but WRONG coords on Sunstrider (Eastern Kingdoms position instead of
-- Sunstrider's actual position), causing the fallback below to never fire.
local zoneId = QuestiePlayer:GetCurrentZoneId()
local pUiMapId = QuestiePlayer:GetCurrentUiMapId()
-- On Sunstrider Isle (areaId 3430, uiMapId 1241), HBD:GetPlayerWorldPosition() returns
-- Eastern Kingdoms world coords because that's the continent HBD thinks the player is on.
-- We must use C_Map.GetPlayerMapPosition(1241) + HBD:GetWorldCoordinatesFromZone(..., 1941).
-- NOTE: GetCurrentUiMapId() returns 946 (ghost map) on Sunstrider, not 1241 or 1941,
-- so we check zoneId == 3430 as the primary indicator.
local useSunstriderFix = (zoneId == 3430)
-- Get player position from the calibrated transform layer first for broken/custom maps.
local playerX, playerY, playerInstance, calibratedMapX, calibratedMapY, calibratedGroup = QuestieCompat.GetCalibratedPlayerPosition(pUiMapId, zoneId, "player")
-- Get player position — first try HBD's direct method (works when map is OPEN).
-- If that returns nil (map closed), fall back to C_Map.GetPlayerMapPosition +
-- HBD:GetWorldCoordinatesFromZone which works regardless of map open/closed state.
local playerX, playerY, playerInstance = HBD:GetPlayerWorldPosition()
-- Also skip HBD directly on Sunstrider since it returns wrong coords.
if useSunstriderFix and calibratedGroup then
-- already resolved via calibrated transform layer
elseif not playerX or not playerY or not playerInstance then
playerX, playerY, playerInstance = HBD:GetPlayerWorldPosition()
end
if not playerX or not playerY or not playerInstance then
-- Fallback: get map-relative position then convert to world coords via HBD.
-- Use the player's current uiMapId as the map basis for the conversion.
-- IMPORTANT: never use 946/947 (world/cosmic maps) — they have no world coord data.
-- If GetCurrentUiMapId returns a world map, fall back to ZoneDB from the actual zone.
local pUiMapId = QuestiePlayer:GetCurrentUiMapId()
if not pUiMapId or pUiMapId == 946 or pUiMapId == 947 or pUiMapId == 0 then
local zoneId = QuestiePlayer:GetCurrentZoneId() or select(7, GetInstanceInfo())
zoneId = QuestiePlayer:GetCurrentZoneId() or select(7, GetInstanceInfo())
if debugArrow then
print(string.format("UpdateNearestTargets: pUiMapId=%s (invalid), looking up via zoneId=%s", tostring(pUiMapId), tostring(zoneId)))
end
@@ -674,7 +844,7 @@ sortedTargets = {}
end
-- Additional safeguard: if pUiMapId is still a world/cosmic map, force lookup from zone
if not pUiMapId or pUiMapId == 946 or pUiMapId == 947 or pUiMapId == 0 then
local zoneId = QuestiePlayer:GetCurrentZoneId()
zoneId = QuestiePlayer:GetCurrentZoneId()
if zoneId and zoneId ~= 0 then
pUiMapId = ZoneDB:GetUiMapIdByAreaId(zoneId)
if debugArrow then
@@ -684,34 +854,47 @@ sortedTargets = {}
end
pUiMapId = pUiMapId or 0
-- On Sunstrider Isle (zoneId 3430), C_Map.GetPlayerMapPosition returns Sunstrider
-- map-space coords. We must look up with the actual Sunstrider uiMapId (1241) and
-- then convert through Eversong's 1941 bounds to get correct world coords.
local lookupUiMapId = pUiMapId
if zoneId == 3430 then
lookupUiMapId = 1241 -- always use Sunstrider's real uiMapId for C_Map
end
if debugArrow then
print(string.format("UpdateNearestTargets: trying C_Map with pUiMapId=%s", tostring(pUiMapId)))
print(string.format("UpdateNearestTargets: trying C_Map with lookupUiMapId=%s zoneId=%s", tostring(lookupUiMapId), tostring(zoneId)))
end
local mapX, mapY = C_Map.GetPlayerMapPosition(pUiMapId, "player")
-- On Sunstrider, raw GetPlayerMapPosition(1941, "player") returns 0/0 when the map is
-- closed because the client map context is still the ghost/current map. Use the helper
-- above to obtain current-zone coords, then convert them through Eversong's 1941 bounds.
local mapX, mapY = _GetSunstriderPlayerMapPosition(debugArrow)
if debugArrow then
print(string.format("UpdateNearestTargets: C_Map.GetPlayerMapPosition(%s,'player') -> mapX=%.4f mapY=%.4f", tostring(pUiMapId), mapX or -1, mapY or -1))
print(string.format("UpdateNearestTargets: _GetSunstriderPlayerMapPosition() -> mapX=%.4f mapY=%.4f", mapX or -1, mapY or -1))
end
if mapX and mapY and mapX > 0 and mapY > 0 then
playerX, playerY, playerInstance = HBD:GetWorldCoordinatesFromZone(mapX, mapY, pUiMapId)
if calibratedGroup then
playerX, playerY, playerInstance = QuestieCompat.GetCalibratedWorldCoordinatesFromZone(mapX, mapY, lookupUiMapId, zoneId)
else
local worldUiMapId = 1941 -- always use Eversong bounds for world coord conversion
playerX, playerY, playerInstance = HBD:GetWorldCoordinatesFromZone(mapX, mapY, worldUiMapId)
end
if debugArrow then
print(string.format("UpdateNearestTargets: HBD via lookupUiMapId=%s mapX=%.4f mapY=%.4f -> worldX=%.4f worldY=%.4f",
tostring(lookupUiMapId), mapX, mapY, playerX or 0, playerY or 0))
end
playerInstance = playerInstance or 0
if debugArrow then
print(string.format("UpdateNearestTargets: HBD fallback via mapId=%d mapX=%.4f mapY=%.4f -> worldX=%.4f worldY=%.4f",
pUiMapId, mapX, mapY, playerX or 0, playerY or 0))
end
else
if debugArrow then
print(string.format("UpdateNearestTargets: C_Map.GetPlayerMapPosition returned invalid coords (%.4f, %.4f), mapId=%s", mapX or 0, mapY or 0, tostring(pUiMapId)))
end
end
end
if not playerX or not playerY or not playerInstance then
if debugArrow then
print("UpdateNearestTargets: player position unavailable, returning early")
if debugArrow then
print(string.format("UpdateNearestTargets: HBD.GetPlayerWorldPosition() = x=%.4f y=%.4f inst=%s", playerX or 0, playerY or 0, tostring(playerInstance)))
end
if not playerX or not playerY or not playerInstance then
if debugArrow then
print("UpdateNearestTargets: player position unavailable, returning early")
end
return
end
return
end
playerInstance = playerInstance or 0
@@ -740,6 +923,7 @@ sortedTargets = {}
-- Publish context for hoisted helper functions (avoids closure allocation every call)
_arrow_playerX, _arrow_playerY, _arrow_playerInstance = playerX, playerY, playerInstance
_arrow_playerCalibratedX, _arrow_playerCalibratedY, _arrow_playerCalibratedGroup = playerX, playerY, calibratedGroup
_arrow_usingAutoLogic = usingAutoLogic
_arrow_playerZoneId, _arrow_playerUiMapId = playerZoneId, playerUiMapId
+28 -12
View File
@@ -57,6 +57,22 @@ local drawTimer
local fadeLogicTimerShown
local fadeLogicCoroutine
local function _ResolveMapUiMapId(uiMapId, x, y)
-- Ascension zone mapping: On Ascension, Sunstrider Isle (uiMapId 1241) shares
-- Eversong Woods' (1941) coordinate space. Zone 3430 (Eversong Woods) data
-- now correctly maps to uiMapId 1941 via GetUiMapIdByAreaId(3430)=1941.
-- These Eversong-map pins appear on the Sunstrider sub-map (1241) via
-- ZONE_REDIRECT visibility in HBD.lua.
--
-- Redirect any remaining map-1241 pins to 1941. On Ascension, map 1241
-- does not have its own independent coordinate space — it IS Eversong's
-- space. Pins destined for 1241 must use 1941's bounds for correct rendering.
if uiMapId == 1241 then
return 1941
end
return uiMapId
end
local isDrawQueueDisabled = false
--* TODO: How the frames are handled needs to be reworked, why are we getting them from _G
@@ -445,7 +461,7 @@ function QuestieMap:DrawManualIcon(data, areaID, x, y, typ)
data.Id = data.id
local uiMapId = ZoneDB:GetUiMapIdByAreaId(areaID)
local uiMapId = _ResolveMapUiMapId(ZoneDB:GetUiMapIdByAreaId(areaID), x, y)
if (not uiMapId) then
Questie:Debug(Questie.DEBUG_CRITICAL, "[QuestieMap:DrawManualIcon] No UiMapID for areaId:", areaID, tostring(data.Name))
return nil, nil
@@ -521,7 +537,7 @@ function QuestieMap:DrawWorldIcon(data, areaID, x, y, showFlag)
return nil, nil
end
local uiMapId = ZoneDB:GetUiMapIdByAreaId(areaID)
local uiMapId = _ResolveMapUiMapId(ZoneDB:GetUiMapIdByAreaId(areaID), x, y)
if (not uiMapId) then
local parentMapId
local mapInfo = C_Map and C_Map.GetMapInfo and C_Map.GetMapInfo(areaID)
@@ -536,7 +552,7 @@ function QuestieMap:DrawWorldIcon(data, areaID, x, y, showFlag)
return nil, nil
else
areaID = parentMapId
uiMapId = ZoneDB:GetUiMapIdByAreaId(areaID)
uiMapId = _ResolveMapUiMapId(ZoneDB:GetUiMapIdByAreaId(areaID), x, y)
end
end
@@ -687,14 +703,14 @@ function QuestieMap:FindClosestStarter()
if dungeonLocation ~= nil then
for _, value in ipairs(dungeonLocation) do
if (value[1] and value[2]) then
local x, y, _ = HBD:GetWorldCoordinatesFromZone(value[1] / 100, value[2] / 100, ZoneDB:GetUiMapIdByAreaId(value[3]))
local x, y, _ = HBD:GetWorldCoordinatesFromZone(value[1] / 100, value[2] / 100, _ResolveMapUiMapId(ZoneDB:GetUiMapIdByAreaId(value[3]), value[1], value[2]))
if (x and y) then
local distance = QuestieLib:Euclid(playerX or 0, playerY or 0, x, y);
if (closestStarter[questId].distance > distance) then
closestStarter[questId].distance = distance;
closestStarter[questId].x = x;
closestStarter[questId].y = y;
closestStarter[questId].zone = ZoneDB:GetUiMapIdByAreaId(Zone);
closestStarter[questId].zone = _ResolveMapUiMapId(ZoneDB:GetUiMapIdByAreaId(Zone), value[1], value[2])
closestStarter[questId].type = "GameObject - " .. obj.name;
end
end
@@ -702,7 +718,7 @@ function QuestieMap:FindClosestStarter()
end
end
else
local uiMapId = ZoneDB:GetUiMapIdByAreaId(Zone)
local uiMapId = _ResolveMapUiMapId(ZoneDB:GetUiMapIdByAreaId(Zone), coords[1], coords[2])
local x, y, _ = HBD:GetWorldCoordinatesFromZone(coords[1] / 100, coords[2] / 100, uiMapId)
if (x and y) then
local distance = QuestieLib:Euclid(playerX or 0, playerY or 0, x, y);
@@ -732,7 +748,7 @@ function QuestieMap:FindClosestStarter()
if dungeonLocation ~= nil then
for _, value in ipairs(dungeonLocation) do
if (value[1] and value[2]) then
local uiMapId = ZoneDB:GetUiMapIdByAreaId(value[3])
local uiMapId = _ResolveMapUiMapId(ZoneDB:GetUiMapIdByAreaId(value[3]), value[1], value[2])
local x, y, _ = HBD:GetWorldCoordinatesFromZone(value[1] / 100, value[2] / 100, uiMapId)
if (x and y) then
local distance = QuestieLib:Euclid(playerX or 0, playerY or 0, x, y);
@@ -740,7 +756,7 @@ function QuestieMap:FindClosestStarter()
closestStarter[questId].distance = distance;
closestStarter[questId].x = x;
closestStarter[questId].y = y;
closestStarter[questId].zone = ZoneDB:GetUiMapIdByAreaId(Zone);
closestStarter[questId].zone = _ResolveMapUiMapId(ZoneDB:GetUiMapIdByAreaId(Zone), value[1], value[2])
closestStarter[questId].type = "NPC - " .. NPC.name;
end
end
@@ -748,7 +764,7 @@ function QuestieMap:FindClosestStarter()
end
end
elseif (coords[1] and coords[2]) then
local uiMapId = ZoneDB:GetUiMapIdByAreaId(Zone)
local uiMapId = _ResolveMapUiMapId(ZoneDB:GetUiMapIdByAreaId(Zone), coords[1], coords[2])
local x, y, _ = HBD:GetWorldCoordinatesFromZone(coords[1] / 100, coords[2] / 100, uiMapId)
if (x and y) then
local distance = QuestieLib:Euclid(playerX or 0, playerY or 0, x, y);
@@ -756,7 +772,7 @@ function QuestieMap:FindClosestStarter()
closestStarter[questId].distance = distance;
closestStarter[questId].x = x;
closestStarter[questId].y = y;
closestStarter[questId].zone = ZoneDB:GetUiMapIdByAreaId(Zone);
closestStarter[questId].zone = _ResolveMapUiMapId(ZoneDB:GetUiMapIdByAreaId(Zone), coords[1], coords[2])
closestStarter[questId].type = "NPC - " .. NPC.name;
end
end
@@ -792,7 +808,7 @@ function QuestieMap:GetNearestSpawn(objective)
for id, spawnData in pairs(objective.spawnList) do
for zone, spawns in pairs(spawnData.Spawns) do
for _, spawn in pairs(spawns) do
local uiMapId = ZoneDB:GetUiMapIdByAreaId(zone)
local uiMapId = _ResolveMapUiMapId(ZoneDB:GetUiMapIdByAreaId(zone), spawn[1], spawn[2])
local dX, dY, dInstance = HBD:GetWorldCoordinatesFromZone(spawn[1] / 100.0, spawn[2] / 100.0, uiMapId)
local dist = HBD:GetWorldDistance(dInstance, playerX, playerY, dX, dY)
if dist then
@@ -836,7 +852,7 @@ function QuestieMap:GetNearestQuestSpawn(quest)
local bestSpawn, bestSpawnZone, bestSpawnType, bestSpawnName
for zone, spawns in pairs(finisherSpawns) do
for _, spawn in pairs(spawns) do
local uiMapId = ZoneDB:GetUiMapIdByAreaId(zone)
local uiMapId = _ResolveMapUiMapId(ZoneDB:GetUiMapIdByAreaId(zone), spawn[1], spawn[2])
local dX, dY, dInstance = HBD:GetWorldCoordinatesFromZone(spawn[1] / 100.0, spawn[2] / 100.0, uiMapId)
local dist = HBD:GetWorldDistance(dInstance, playerX, playerY, dX, dY)
if dist then
+103 -3
View File
@@ -113,6 +113,79 @@ end
local errorMsg = "Questie tried to call a blizzard API function that does not exist..."
local sqrt = math.sqrt
local CALIBRATED_MAP_GROUPS = {
sunstrider = {
-- Use the parent Eversong map as the primary lookup surface. On this realm,
-- explicit child-map (1241) position queries can still return parent/ghost-map
-- normalized coordinates (~0.60/0.44), which recreates the 433-yard/backwards-arrow bug.
primaryUiMapId = 1941,
uiMapIds = {
[1241] = true,
[946] = true,
[1941] = true,
},
zoneIds = {
[3430] = true,
},
worldUiMapId = 1941,
normalizedToPseudoWorldScale = 1353,
},
}
local function _GetCalibratedMapGroup(uiMapId, zoneId)
for _, group in pairs(CALIBRATED_MAP_GROUPS) do
if (uiMapId and group.uiMapIds and group.uiMapIds[uiMapId]) or (zoneId and group.zoneIds and group.zoneIds[zoneId]) then
return group
end
end
end
function QuestieCompat.GetCalibratedMapGroup(uiMapId, zoneId)
return _GetCalibratedMapGroup(uiMapId, zoneId)
end
function QuestieCompat.IsCalibratedMap(uiMapId, zoneId)
return _GetCalibratedMapGroup(uiMapId, zoneId) ~= nil
end
function QuestieCompat.GetCalibratedWorldCoordinatesFromZone(x, y, uiMapId, zoneId)
local group = _GetCalibratedMapGroup(uiMapId, zoneId)
if group and x and y then
local scale = group.normalizedToPseudoWorldScale or 1000
return x * scale, y * scale, 0, group
end
if QuestieCompat.HBD and QuestieCompat.HBD.GetWorldCoordinatesFromZone and uiMapId then
local worldX, worldY, instanceId = QuestieCompat.HBD:GetWorldCoordinatesFromZone(x, y, uiMapId)
return worldX, worldY, instanceId, nil
end
end
function QuestieCompat.GetCalibratedPlayerPosition(uiMapId, zoneId, unitToken)
local group = _GetCalibratedMapGroup(uiMapId, zoneId)
if group then
local mapPos = QuestieCompat.C_Map and QuestieCompat.C_Map.GetPlayerMapPosition and QuestieCompat.C_Map.GetPlayerMapPosition(group.primaryUiMapId, unitToken or "player")
if type(mapPos) == "table" and mapPos.x and mapPos.y and mapPos.x > 0 and mapPos.y > 0 then
local worldX, worldY = QuestieCompat.GetCalibratedWorldCoordinatesFromZone(mapPos.x, mapPos.y, group.primaryUiMapId, zoneId)
return worldX, worldY, 0, mapPos.x, mapPos.y, group
end
end
if QuestieCompat.HBD and QuestieCompat.HBD.GetPlayerWorldPosition then
local worldX, worldY, instanceId = QuestieCompat.HBD:GetPlayerWorldPosition()
return worldX, worldY, instanceId or 0, nil, nil, group
end
end
function QuestieCompat.GetCalibratedDistanceScale(uiMapId, zoneId)
local group = _GetCalibratedMapGroup(uiMapId, zoneId)
if group and group.normalizedToPseudoWorldScale then
return group.normalizedToPseudoWorldScale / 100
end
end
------------------------------------------
-- Older client compatibility (pre 1.14.1)
------------------------------------------
@@ -477,9 +550,36 @@ end
--- C_Map Shim
QuestieCompat.C_Map = QuestieCompat.C_Map or {}
function QuestieCompat.C_Map.GetPlayerMapPosition(uiMapID)
local x, y = GetPlayerMapPosition("player")
return x, y
function QuestieCompat.C_Map.GetPlayerMapPosition(uiMapID, unitToken)
unitToken = unitToken or "player"
if uiMapID and QuestieCompat.UiMapData and QuestieCompat.UiMapData[uiMapID] then
local originalMapAreaID = GetCurrentMapAreaID()
local originalDungeonLevel = GetCurrentMapDungeonLevel and GetCurrentMapDungeonLevel() or 0
local mapID = QuestieCompat.UiMapData[uiMapID].mapID
local dungeonLevel = QuestieCompat.Round(math.mod(mapID, 1) * 10)
SetMapByID(math.floor(mapID) - 1)
if dungeonLevel > 0 and SetDungeonMapLevel then
SetDungeonMapLevel(dungeonLevel)
end
local x, y = GetPlayerMapPosition(unitToken)
if originalMapAreaID and originalMapAreaID > 0 then
SetMapByID(originalMapAreaID - 1)
if originalDungeonLevel and originalDungeonLevel > 0 and SetDungeonMapLevel then
SetDungeonMapLevel(originalDungeonLevel)
end
else
SetMapToCurrentZone()
end
return { uiMapID = uiMapID, x = x, y = y }, uiMapID
end
local playerPos, resolvedUiMapID = QuestieCompat.GetPlayerMapPosition()
return playerPos, resolvedUiMapID
end
function QuestieCompat.C_Map.GetBestMapForUnit(unit)
+28 -1
View File
@@ -111,6 +111,21 @@ end
---@return table<{x: number, y: number}>, number | nil
function QuestieCoords.GetPlayerMapPosition()
-- If the world map is open, use the map currently being displayed instead of
-- GetBestMapForUnit("player"). On legacy clients our compat shim may call
-- SetMapToCurrentZone()/SetMapByID() while resolving the player's map, which
-- fights the open world map and causes the title/coordinate text to flicker.
if WorldMapFrame and WorldMapFrame:IsVisible() then
local currentMapId = WorldMapFrame:GetMapID()
if currentMapId and GetPlayerMapPosition then
local pos = GetPlayerMapPosition(currentMapId, "player")
if pos and pos.x and pos.y then
pos.uiMapID = currentMapId
return pos, currentMapId
end
end
end
local mapID = GetBestMapForUnit("player")
if (not mapID) then
return nil, nil
@@ -142,7 +157,19 @@ function QuestieCoords:ResetMinimapText()
end
function QuestieCoords:ResetMapText()
GetMapTitleText():SetText(WORLD_MAP);
local mapTitleText = GetMapTitleText()
if not mapTitleText then return end
local currentMapId = WorldMapFrame and WorldMapFrame.GetMapID and WorldMapFrame:GetMapID()
if currentMapId then
local info = C_Map.GetMapInfo(currentMapId)
if info and info.name then
mapTitleText:SetText(info.name)
return
end
end
mapTitleText:SetText(WORLD_MAP);
end
function QuestieCoords:ResetMiniWorldMapText()
+115 -13
View File
@@ -11,6 +11,8 @@ local QuestiePlayer = QuestieLoader:ImportModule("QuestiePlayer")
local QuestLogCache = QuestieLoader:ImportModule("QuestLogCache")
---@type l10n
local l10n = QuestieLoader:ImportModule("l10n")
---@type ZoneDB
local ZoneDB = QuestieLoader:ImportModule("ZoneDB")
local _Learner = QuestieLearner.private or {}
QuestieLearner.private = _Learner
@@ -75,7 +77,9 @@ local MOUSEOVER_LEARN_FLAGS = NPC_FLAG_QUESTGIVER
local COORD_GRID = 2.0
-- Minimum match count (Confidence) for a learned pin to appear on the map.
local MIN_CONFIDENCE_PINS = 2
-- Set to 1 so that even a single kill/mouseover confirms a spawn location on
-- Ascension, where NPC databases are incomplete and every data point matters.
local MIN_CONFIDENCE_PINS = 1
_Learner.pendingNpcs = {}
_Learner.pendingQuests = {}
@@ -91,8 +95,19 @@ QuestieLearner.data = nil
------------------------------------------------------------------------
local function GetZoneId()
local mapId = C_Map and C_Map.GetBestMapForUnit and C_Map.GetBestMapForUnit("player")
if mapId then return mapId end
-- On WotLK/Ascension, C_Map.GetBestMapForUnit returns a uiMapId (e.g. 1241 for Sunstrider).
-- Questie NPC spawns are keyed by areaId (e.g. 3430), so we must convert.
local uiMapId = C_Map and C_Map.GetBestMapForUnit and C_Map.GetBestMapForUnit("player")
if uiMapId then
-- Try ZoneDB reverse lookup first (covers Ascension overrides like 1241→3430)
if ZoneDB and ZoneDB.GetAreaIdByUiMapId then
local areaId = ZoneDB:GetAreaIdByUiMapId(uiMapId)
if areaId and areaId > 0 then
return areaId
end
end
return uiMapId -- fallback: no ZoneDB mapping available
end
return select(8, GetInstanceInfo()) or 0
end
@@ -170,7 +185,7 @@ local function EnsureLearnedData()
learnQuests = true,
learnItems = true,
learnObjects = true,
minConfidencePins = 2,
minConfidencePins = 1,
prioritizeMyData = true,
staleThreshold = 90, -- days
pruneVerified = false, -- protect verified data by default
@@ -188,7 +203,7 @@ local function EnsureLearnedData()
if s.learnQuests == nil then s.learnQuests = true end
if s.learnItems == nil then s.learnItems = true end
if s.learnObjects == nil then s.learnObjects = true end
if s.minConfidencePins == nil then s.minConfidencePins = 2 end
if s.minConfidencePins == nil then s.minConfidencePins = 1 end
if s.prioritizeMyData == nil then s.prioritizeMyData = true end
end
return true
@@ -812,10 +827,28 @@ function QuestieLearner:LearnQuestObjectiveNPC(questId, npcId, objText, objectiv
end)
end
-- 3. Register with tooltip system immediately
-- 3. Register with tooltip system immediately. Preserve the objective icon so
-- nameplates can render the correct learned slay/loot/talk marker.
local QuestieTooltips = QuestieLoader:ImportModule("QuestieTooltips")
if QuestieTooltips and QuestieTooltips.RegisterObjectiveTooltip then
QuestieTooltips:RegisterObjectiveTooltip(questId, "m_" .. npcId, { Index = 0, Description = objText or "Learned Objective", Update = function() end })
local objectiveIcon
local QuestLogCache = QuestieLoader:ImportModule("QuestLogCache")
local objectives = QuestLogCache and QuestLogCache.GetQuestObjectives and QuestLogCache.GetQuestObjectives(questId)
if objectives and objText then
for _, obj in next, objectives do
if obj.text and (obj.text == objText or string.find(obj.text, objText, 1, true) or string.find(objText, obj.text, 1, true)) then
objectiveIcon = obj.Icon
break
end
end
end
QuestieTooltips:RegisterObjectiveTooltip(questId, "m_" .. npcId, {
Index = 0,
Description = objText or "Learned Objective",
Icon = objectiveIcon,
Update = function() end
})
end
Questie:Debug(Questie.DEBUG_LEARNER,
@@ -1004,6 +1037,68 @@ function QuestieLearner:InjectLearnedData()
local learned = Questie.dbLearner.global
local npcCount, questCount, itemCount, objectCount = 0, 0, 0, 0
-- Migration: fix spawn zone keys that were stored as uiMapId instead of areaId.
-- Before the GetZoneId() fix, kills on maps like Sunstrider Isle (uiMapId 1241)
-- were stored under key 1241 instead of the correct areaId 3430.
-- Convert any uiMapId keys to areaId using ZoneDB.
local zonesFixed = 0
for npcId, data in pairs(learned.npcs) do
if data[7] then
local zonesToMigrate = {}
for zoneKey, coords in pairs(data[7]) do
-- If zoneKey looks like a uiMapId (a map ID rather than an areaId),
-- ZoneDB:GetAreaIdByUiMapId will return the corresponding areaId.
-- If it returns nil, zoneKey is already an areaId — no migration needed.
-- Skip very common areaIds that happen to look like small numbers.
if ZoneDB and ZoneDB.GetAreaIdByUiMapId then
local maybeAreaId = ZoneDB:GetAreaIdByUiMapId(zoneKey)
if maybeAreaId and maybeAreaId ~= zoneKey then
zonesToMigrate[zoneKey] = maybeAreaId
end
end
end
for oldKey, newKey in pairs(zonesToMigrate) do
local coords = data[7][oldKey]
if coords then
data[7][newKey] = data[7][newKey] or {}
for _, coord in ipairs(coords) do
InsertIfNewBucket(data[7][newKey], coord[1], coord[2])
end
data[7][oldKey] = nil
zonesFixed = zonesFixed + 1
end
end
end
end
-- Same migration for object spawn data (field 4)
for objId, data in pairs(learned.objects) do
if data[4] then
local zonesToMigrate = {}
for zoneKey, coords in pairs(data[4]) do
if ZoneDB and ZoneDB.GetAreaIdByUiMapId then
local maybeAreaId = ZoneDB:GetAreaIdByUiMapId(zoneKey)
if maybeAreaId and maybeAreaId ~= zoneKey then
zonesToMigrate[zoneKey] = maybeAreaId
end
end
end
for oldKey, newKey in pairs(zonesToMigrate) do
local coords = data[4][oldKey]
if coords then
data[4][newKey] = data[4][newKey] or {}
for _, coord in ipairs(coords) do
InsertIfNewBucket(data[4][newKey], coord[1], coord[2])
end
data[4][oldKey] = nil
zonesFixed = zonesFixed + 1
end
end
end
end
if zonesFixed > 0 then
Questie:Debug(Questie.DEBUG_INFO, "[QuestieLearner] Migrated", zonesFixed, "spawn zone keys from uiMapId to areaId")
end
-- 1. NPCs
local npcIdsToFix = {}
for npcId, data in pairs(learned.npcs) do
@@ -1356,7 +1451,11 @@ function QuestieLearner:OnMouseoverUnit()
_Learner.guidNpcCache = _Learner.guidNpcCache or {}
_Learner.guidNpcCache[guid] = { npcId = npcId, name = name, ts = time() }
self:LearnNPC(npcId, name, level, subName, npcFlags, factionString)
-- Pass areaId as spawnZoneId so LearnNPC stores spawn data under the
-- correct areaId (3430 for Sunstrider/Eversong) rather than falling back
-- to GetZoneId() which may return the same value but via a different path.
-- GetPlayerCoords() fallback in LearnNPC will provide the coordinates.
self:LearnNPC(npcId, name, level, subName, npcFlags, factionString, nil, nil, areaId)
end
function QuestieLearner:OnTargetChanged()
@@ -1413,7 +1512,7 @@ function QuestieLearner:OnQuestDetail()
elseif unitType == "Creature" or unitType == "Vehicle" then
self:LearnQuestGiver(questId, entityId, 1, true)
local npcFlags = UnitNPCFlags and UnitNPCFlags("npc") or 2
self:LearnNPC(entityId, entityName, nil, nil, npcFlags, nil)
self:LearnNPC(entityId, entityName, nil, nil, npcFlags, nil, nil, nil, zoneId)
end
end
end
@@ -1423,6 +1522,9 @@ function QuestieLearner:OnQuestComplete()
local questId = GetQuestID and GetQuestID()
if not questId or questId <= 0 then return end
-- Get current zone for quest giver spawn data
local zoneId = GetZoneId()
-- Capture completion/finish text
local data = {}
if GetRewardText then
@@ -1442,7 +1544,7 @@ function QuestieLearner:OnQuestComplete()
elseif unitType == "Creature" or unitType == "Vehicle" then
self:LearnQuestGiver(questId, entityId, 1, false)
local npcFlags = UnitNPCFlags and UnitNPCFlags("npc") or 2
self:LearnNPC(entityId, entityName, nil, nil, npcFlags, nil)
self:LearnNPC(entityId, entityName, nil, nil, npcFlags, nil, nil, nil, zoneId)
end
end
end
@@ -1617,7 +1719,7 @@ function QuestieLearner:OnQuestAccepted(firstArg, secondArg)
elseif giverEntity.unitType == "Creature" or giverEntity.unitType == "Vehicle" then
self:LearnQuestGiver(questId, giverEntity.id, 1, true)
local npcFlags = (npcGuid and UnitNPCFlags and UnitNPCFlags("npc")) or 1
self:LearnNPC(giverEntity.id, giverEntity.name, nil, nil, npcFlags, nil)
self:LearnNPC(giverEntity.id, giverEntity.name, nil, nil, npcFlags, nil, nil, nil, GetZoneId())
end
end
end
@@ -1642,7 +1744,7 @@ function QuestieLearner:OnQuestTurnedIn(questId, xpReward, moneyReward)
elseif unitType == "Creature" or unitType == "Vehicle" then
self:LearnQuestGiver(questId, entityId, 1, false)
local npcFlags = UnitNPCFlags and UnitNPCFlags("npc") or 2
self:LearnNPC(entityId, entityName, nil, nil, npcFlags, nil)
self:LearnNPC(entityId, entityName, nil, nil, npcFlags, nil, nil, nil, GetZoneId())
end
end
end
@@ -1706,7 +1808,7 @@ function QuestieLearner:OnGossipShow()
self:LearnObject(id, name)
elseif unitType == "Creature" or unitType == "Vehicle" then
local npcFlags = UnitNPCFlags and UnitNPCFlags("npc") or 1
self:LearnNPC(id, name, nil, nil, npcFlags, nil)
self:LearnNPC(id, name, nil, nil, npcFlags, nil, nil, nil, GetZoneId())
end
end