Release v9.7.10
This commit is contained in:
@@ -1,5 +1,15 @@
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# Changelog
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## v9.7.10
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### Fixes
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- **[Arrow]** Refactored Arrow logic to drastically improve target distance calculations and prioritize targets correctly based on the player's current zone.
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- **[Arrow]** Fixed a bug where the Arrow would mistakenly point to previously completed objective locations instead of the Quest Finisher's exact location.
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- **[Tracker]** Fixed `QuestieDB.IsComplete` edge case returning incomplete incorrectly; now verifies `numFulfilled == numRequired` to immediately acknowledge completed quests while awaiting the server flag.
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- **[Tracker]** Resolved false-positive "broken quest log" errors spamming chat on WotLK servers by correctly handling API responses for trackable objectives.
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- **[Tracker]** Demoted harmless WotLK objective cache count mismatches from Error to Debug visibility level to eliminate chat spam on login.
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- **[Quest]** Fixed quest arrow pointing to the key-drop NPC after using all consumable quest keys (e.g. Cold Iron Key for "They Took Our Men!" quest 12843). When a quest uses a key item that is consumed on interaction, it leaves the bag and `CheckQuestSourceItem` returns false, incorrectly triggering a quest reset that re-drew the key source NPC on the map. Now checks if all tracked objectives are already `Completed=true` before applying the reset, preventing the spurious icon.
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## v9.7.9
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### Fixes
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@@ -1100,18 +1100,11 @@ function QuestieDB.IsComplete(questId)
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local allDone = true
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for _, obj in ipairs(objectives) do
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if obj.numRequired and obj.numRequired > 0 and obj.numFulfilled ~= obj.numRequired then
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if questLogEntry.questId == 12843 or questLogEntry.questId == 12844 then
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print("QuestieDB " .. tostring(questLogEntry.title) .. " incomplete because obj " .. tostring(obj.text) .. " has " .. tostring(obj.numFulfilled) .. "/" .. tostring(obj.numRequired))
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end
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allDone = false
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break
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end
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end
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if (questLogEntry.questId == 12843 or questLogEntry.questId == 12844) and allDone then
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print("QuestieDB " .. tostring(questLogEntry.title) .. " thinks it is all done.")
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end
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return allDone and 1 or 0
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end
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+69
-114
@@ -436,33 +436,32 @@ function QuestieArrow:UpdateNearestTargets()
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end
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end
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if quest.Id == 12843 or quest.Id == 12844 then
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print("QuestieArrow: Evaluating " .. tostring(quest.name) .. ". quest.isComplete is " .. tostring(quest.isComplete) .. ", QuestieDB.IsComplete is " .. tostring(QuestieDB.IsComplete(quest.Id)))
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local isComplete = quest.isComplete or (QuestieDB.IsComplete(quest.Id) == 1)
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if isComplete then
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quest.isComplete = true
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end
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-- If the quest is complete, track the finisher/turn-in location
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if quest.isComplete or QuestieDB.IsComplete(quest.Id) == 1 then
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quest.isComplete = true
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local function _GetCompleteIconType()
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local iconType = Questie.ICON_TYPE_COMPLETE
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if QuestieDB and QuestieDB.IsActiveEventQuest and QuestieDB.IsActiveEventQuest(quest.Id) then
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iconType = Questie.ICON_TYPE_EVENTQUEST_COMPLETE
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elseif QuestieDB and QuestieDB.IsPvPQuest and QuestieDB.IsPvPQuest(quest.Id) then
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iconType = Questie.ICON_TYPE_PVPQUEST_COMPLETE
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elseif quest.IsRepeatable then
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iconType = Questie.ICON_TYPE_REPEATABLE_COMPLETE
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end
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return iconType
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local function _GetCompleteIconType()
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local iconType = Questie.ICON_TYPE_COMPLETE
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if QuestieDB and QuestieDB.IsActiveEventQuest and QuestieDB.IsActiveEventQuest(quest.Id) then
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iconType = Questie.ICON_TYPE_EVENTQUEST_COMPLETE
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elseif QuestieDB and QuestieDB.IsPvPQuest and QuestieDB.IsPvPQuest(quest.Id) then
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iconType = Questie.ICON_TYPE_PVPQUEST_COMPLETE
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elseif quest.IsRepeatable then
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iconType = Questie.ICON_TYPE_REPEATABLE_COMPLETE
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end
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return iconType
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end
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local function _CollectFinisherSpawns(finisher)
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if not finisher then
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return
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end
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local function _CollectFinisherSpawns(finisher)
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if not finisher then
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return
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end
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local iconPath = ResolveIconTexture(_GetCompleteIconType())
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local iconPath = ResolveIconTexture(_GetCompleteIconType())
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for finisherZone, spawns in pairs(finisher.spawns or {}) do
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if finisher.spawns then
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for finisherZone, spawns in pairs(finisher.spawns) do
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if finisherZone and spawns then
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for _, coords in ipairs(spawns) do
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if coords and coords[1] and coords[2] then
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@@ -474,31 +473,18 @@ function QuestieArrow:UpdateNearestTargets()
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local x = value[2]
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local y = value[3]
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-- Auto Logic: Hide distant quests (different zone)
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if usingAutoLogic and zone ~= playerZoneId then
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-- continue
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else
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if not (usingAutoLogic and zone ~= playerZoneId) then
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local uiMapId = ZoneDB:GetUiMapIdByAreaId(zone)
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if uiMapId and x and y then
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local targetX, targetY, targetInstance = HBD
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:GetWorldCoordinatesFromZone(
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x / 100.0, y / 100.0, uiMapId)
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local targetX, targetY, targetInstance = HBD:GetWorldCoordinatesFromZone(x / 100.0, y / 100.0, uiMapId)
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if targetX and targetY and targetInstance then
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local dist = HBD:GetWorldDistance(targetInstance, playerX,
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playerY,
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targetX, targetY)
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local dist = HBD:GetWorldDistance(targetInstance, playerX, playerY, targetX, targetY)
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if dist then
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if targetInstance ~= playerInstance then
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dist = 500000 + dist * 100
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end
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table.insert(sortedTargets, {
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x = x,
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y = y,
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uiMapId = uiMapId,
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title = quest.name,
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questLevel = quest.level,
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iconPath = iconPath,
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distance = dist,
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x = x, y = y, uiMapId = uiMapId, title = quest.name, questLevel = quest.level, iconPath = iconPath, distance = dist,
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})
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end
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end
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@@ -508,32 +494,20 @@ function QuestieArrow:UpdateNearestTargets()
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end
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else
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-- Auto Logic: Hide distant quests (different zone)
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if usingAutoLogic and finisherZone ~= playerZoneId then
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-- continue
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else
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if not (usingAutoLogic and finisherZone ~= playerZoneId) then
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local x = coords[1]
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local y = coords[2]
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local uiMapId = ZoneDB:GetUiMapIdByAreaId(finisherZone)
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if uiMapId then
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local targetX, targetY, targetInstance = HBD:GetWorldCoordinatesFromZone(
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x / 100.0, y / 100.0, uiMapId)
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local targetX, targetY, targetInstance = HBD:GetWorldCoordinatesFromZone(x / 100.0, y / 100.0, uiMapId)
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if targetX and targetY and targetInstance then
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local dist = HBD:GetWorldDistance(targetInstance, playerX, playerY,
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targetX,
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targetY)
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local dist = HBD:GetWorldDistance(targetInstance, playerX, playerY, targetX, targetY)
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if dist then
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if targetInstance ~= playerInstance then
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dist = 500000 + dist * 100
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end
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table.insert(sortedTargets, {
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x = x,
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y = y,
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uiMapId = uiMapId,
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title = quest.name,
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questLevel = quest.level,
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iconPath = iconPath,
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distance = dist,
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x = x, y = y, uiMapId = uiMapId, title = quest.name, questLevel = quest.level, iconPath = iconPath, distance = dist,
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})
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end
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end
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@@ -543,56 +517,34 @@ function QuestieArrow:UpdateNearestTargets()
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end
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end
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end
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end
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end
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if finisher.waypoints then
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for zone, waypoints in pairs(finisher.waypoints) do
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-- Auto Logic: Hide distant quests (different zone)
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if usingAutoLogic and zone ~= playerZoneId then
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-- continue
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elseif waypoints and waypoints[1] and waypoints[1][1] and waypoints[1][1][1] then
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local x = waypoints[1][1][1]
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local y = waypoints[1][1][2]
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local uiMapId = ZoneDB:GetUiMapIdByAreaId(zone)
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if uiMapId and x and y then
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local targetX, targetY, targetInstance = HBD:GetWorldCoordinatesFromZone(x / 100.0,
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y / 100.0, uiMapId)
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if targetX and targetY and targetInstance then
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local dist = HBD:GetWorldDistance(targetInstance, playerX, playerY, targetX,
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targetY)
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if dist then
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if targetInstance ~= playerInstance then
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dist = 500000 + dist * 100
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end
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table.insert(sortedTargets, {
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x = x,
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y = y,
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uiMapId = uiMapId,
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title = quest.name,
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questLevel = quest.level,
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iconPath = iconPath,
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distance = dist,
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})
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if finisher.waypoints then
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for zone, waypoints in pairs(finisher.waypoints) do
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-- Auto Logic: Hide distant quests (different zone)
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if not (usingAutoLogic and zone ~= playerZoneId) then
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if waypoints and waypoints[1] and waypoints[1][1] and waypoints[1][1][1] then
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local x = waypoints[1][1][1]
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local y = waypoints[1][1][2]
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local uiMapId = ZoneDB:GetUiMapIdByAreaId(zone)
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if uiMapId and x and y then
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local targetX, targetY, targetInstance = HBD:GetWorldCoordinatesFromZone(x / 100.0, y / 100.0, uiMapId)
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if targetX and targetY and targetInstance then
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local dist = HBD:GetWorldDistance(targetInstance, playerX, playerY, targetX, targetY)
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if dist then
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if targetInstance ~= playerInstance then
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dist = 500000 + dist * 100
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end
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table.insert(sortedTargets, {
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x = x, y = y, uiMapId = uiMapId, title = quest.name, questLevel = quest.level, iconPath = iconPath, distance = dist,
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})
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end
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end
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end
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end
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end
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end
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if quest.Finisher and quest.Finisher.Id and quest.Finisher.Type then
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local finisher
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if quest.Finisher.Type == "monster" and QuestieDB and QuestieDB.GetNPC then
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finisher = QuestieDB:GetNPC(quest.Finisher.Id)
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elseif quest.Finisher.Type == "object" and QuestieDB and QuestieDB.GetObject then
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finisher = QuestieDB:GetObject(quest.Finisher.Id)
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end
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_CollectFinisherSpawns(finisher)
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end
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return
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end
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end
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@@ -616,31 +568,20 @@ function QuestieArrow:UpdateNearestTargets()
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if spawnData and spawnData.Spawns then
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for zone, spawns in pairs(spawnData.Spawns) do
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-- Auto Logic: Hide distant quests (different zone)
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if usingAutoLogic and zone ~= playerZoneId then
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-- continue
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else
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if not (usingAutoLogic and zone ~= playerZoneId) then
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for _, spawn in pairs(spawns) do
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local uiMapId = ZoneDB:GetUiMapIdByAreaId(zone)
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if uiMapId then
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local targetX, targetY, targetInstance = HBD:GetWorldCoordinatesFromZone(
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spawn[1] / 100.0, spawn[2] / 100.0, uiMapId)
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local targetX, targetY, targetInstance = HBD:GetWorldCoordinatesFromZone(spawn[1] / 100.0, spawn[2] / 100.0, uiMapId)
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if targetX and targetY and targetInstance then
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local dist = HBD:GetWorldDistance(targetInstance, playerX, playerY, targetX,
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targetY)
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local dist = HBD:GetWorldDistance(targetInstance, playerX, playerY, targetX, targetY)
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if dist then
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if targetInstance ~= playerInstance then
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dist = 500000 + dist * 100
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end
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table.insert(sortedTargets, {
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x = spawn[1],
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y = spawn[2],
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uiMapId = uiMapId,
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title = quest.name,
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questLevel = quest.level,
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iconPath = ResolveIconTexture(objective.Icon) or
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ResolveIconTexture(spawnData and spawnData.Icon),
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distance = dist,
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x = spawn[1], y = spawn[2], uiMapId = uiMapId, title = quest.name, questLevel = quest.level,
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iconPath = ResolveIconTexture(objective.Icon) or ResolveIconTexture(spawnData and spawnData.Icon), distance = dist,
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})
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end
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end
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@@ -652,7 +593,21 @@ function QuestieArrow:UpdateNearestTargets()
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end
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end
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-- Main Logic Route for this quest target
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if isComplete then
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if quest.Finisher and quest.Finisher.Id and quest.Finisher.Type then
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local finisher
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if quest.Finisher.Type == "monster" and QuestieDB and QuestieDB.GetNPC then
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finisher = QuestieDB:GetNPC(quest.Finisher.Id)
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elseif quest.Finisher.Type == "object" and QuestieDB and QuestieDB.GetObject then
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finisher = QuestieDB:GetObject(quest.Finisher.Id)
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end
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_CollectFinisherSpawns(finisher)
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end
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-- If the quest is complete, do not add normal objectives to the arrow!
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return
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end
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if quest.Objectives then
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for _, objective in pairs(quest.Objectives) do
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@@ -1239,7 +1239,7 @@ function QuestieQuest:PopulateObjective(quest, objectiveIndex, objective, blockI
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-- For completed and uncompleted objectives
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_RegisterObjectiveTooltips(objective, quest.Id, blockItemTooltips)
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if completed then
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if completed or quest.isComplete then
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_UnloadAlreadySpawnedIcons(objective)
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return
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end
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@@ -33,6 +33,7 @@ local playerClassFlagX2 = 1 -- dummy default value to always return class not ma
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local math_max = math.max;
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QuestiePlayer.numberOfGroupMembers = 0
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QuestiePlayer.pendingCompleteQuestIds = {}
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function QuestiePlayer:Initialize()
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_QuestiePlayer.playerLevel = UnitLevel("player")
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+1
-1
@@ -6,7 +6,7 @@
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## Notes-esES: Ayundante de misión
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## Notes-ptBR: Ajudante de missão
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## Notes-frFR: Assistant de quête
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## Version: 9.7.9
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## Version: 9.7.10
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## RequiredDeps:
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## OptionalDeps: Ace3, CallbackHandler-1.0, HereBeDragons, LibDataBroker-1.1, LibDBIcon-1.0, LibSharedMedia-3.0, LibStub, LibUIDropDownMenu
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## SavedVariables: QuestieConfig
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@@ -2,7 +2,7 @@
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# Questie (3.3.5a)
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[](https://xurkon.github.io/PE-Questie/)
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[](https://www.patreon.com/Xurkon)
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Reference in New Issue
Block a user