feat(arrow): restore sprite sheet arrow from v1.6.2-test
- Swap single-frame SetRotation arrow back to 9x12 sprite sheet (512px TGA). - Recompute cell UVs from bearing each frame via modulo math. - Keep arrowold.tga on disk; routing to it comes in follow-up commit.
This commit is contained in:
+76
-425
@@ -26,12 +26,12 @@ local abs = math.abs
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local max = math.max
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local max = math.max
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local min = math.min
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local min = math.min
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-- Single-frame arrow with SetRotation for perfectly smooth rotation.
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local ARROW_SHEET_SIZE = 512
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-- Texture is a 256x256 SQUARE TGA with arrow 2x horizontally stretched to fill
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local ARROW_CELL_W = 56
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-- ~70% of canvas. SQUARE is critical: SetRotation rotates UVs inside the display
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local ARROW_CELL_H = 42
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-- rect, so non-square textures distort at every diagonal angle. No SetTexCoord.
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local ARROW_SHEET_COLS = 9
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local ARROW_DISPLAY_WIDTH = 160
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local ARROW_SHEET_ROWS = 12
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local ARROW_DISPLAY_HEIGHT = 160
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local ARROW_TOTAL_CELLS = ARROW_SHEET_COLS * ARROW_SHEET_ROWS
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local UPDATE_THROTTLE_SECONDS = 0.05
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local UPDATE_THROTTLE_SECONDS = 0.05
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local RECALC_NEAREST_SECONDS = 1.0
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local RECALC_NEAREST_SECONDS = 1.0
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@@ -52,7 +52,6 @@ local _arrow_playerX, _arrow_playerY, _arrow_playerInstance
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local _arrow_usingAutoLogic, _arrow_playerZoneId, _arrow_playerUiMapId
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local _arrow_usingAutoLogic, _arrow_playerZoneId, _arrow_playerUiMapId
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local _arrow_quest -- current quest being processed by the hoisted helpers
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local _arrow_quest -- current quest being processed by the hoisted helpers
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local lastPopulateByQuestId = {}
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local lastPopulateByQuestId = {}
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local function _IsArrowEnabled()
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local function _IsArrowEnabled()
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@@ -133,57 +132,6 @@ local function ResolveIconTexture(icon)
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return nil
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return nil
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end
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end
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local function _ResolveArrowUiMapId(uiMapId)
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-- Ghost map 946 has no real coordinate data; redirect to Eversong (1941).
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-- NOTE: 1241 (Sunstrider Isle) is no longer redirected here - zoneDB now
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-- maps areaId 3431 → uiMapId 1241, and player is on uiMapId 1241, so 1241
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-- stays as 1241 for correct world-coord computation via its own bounds.
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if uiMapId == 946 then
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return 1941
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end
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return uiMapId
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end
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local function _GetSunstriderPlayerMapPosition(debugArrow)
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-- NEVER use the calibrated branch here. It returns Eversong-wide normalized coords
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-- (~0.60, 0.44) which are in a completely different coordinate space from
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-- Sunstrider-local target coords (~0.38, 0.21). Mixing them causes bogus distances.
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-- Always obtain Sunstrider-local coords via the 1241 map lookup, then convert
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-- through HBD using Eversong bounds (1941) to get real comparable world coords.
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local mapX2, mapY2
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if QuestieCompat and QuestieCompat.C_Map and QuestieCompat.C_Map.GetPlayerMapPosition then
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local mapPos = QuestieCompat.C_Map.GetPlayerMapPosition(1241, "player")
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if type(mapPos) == "table" then
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mapX2, mapY2 = mapPos.x, mapPos.y
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if debugArrow then
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print(string.format("Sunstrider helper: explicit 1241 lookup -> mapX=%.4f mapY=%.4f", mapX2 or 0, mapY2 or 0))
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end
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if mapX2 and mapY2 and mapX2 > 0 and mapY2 > 0 then
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return mapX2, mapY2
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end
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end
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end
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if QuestieCompat and QuestieCompat.GetCurrentPlayerPosition then
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local resolvedUiMapId, compatX, compatY = QuestieCompat.GetCurrentPlayerPosition()
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mapX2, mapY2 = compatX, compatY
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if debugArrow then
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local has1241 = QuestieCompat and QuestieCompat.UiMapData and QuestieCompat.UiMapData[1241] and true or false
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print(string.format("Sunstrider helper: compat current-zone uiMapId=%s mapX=%.4f mapY=%.4f hasUiMap1241=%s",
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tostring(resolvedUiMapId), mapX2 or 0, mapY2 or 0, tostring(has1241)))
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end
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if mapX2 and mapY2 and mapX2 > 0 and mapY2 > 0 then
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return mapX2, mapY2
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end
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end
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mapX2, mapY2 = GetPlayerMapPosition("player")
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return mapX2, mapY2
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end
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local function _ApplyOutline(fontString)
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local function _ApplyOutline(fontString)
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if not fontString or not fontString.GetFont or not fontString.SetFont then
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if not fontString or not fontString.GetFont or not fontString.SetFont then
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return
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return
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@@ -226,9 +174,9 @@ local function EnsureArrowFrame()
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-- Store whether we should use saved position or default
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-- Store whether we should use saved position or default
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arrowFrame._useDefaultPosition = not (pos and pos.point)
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arrowFrame._useDefaultPosition = not (pos and pos.point)
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-- Make room for arrow (square) plus icon and text below
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-- Make room for the objective icon below the arrow (no overlap)
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arrowFrame:SetWidth(ARROW_DISPLAY_WIDTH)
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arrowFrame:SetWidth(56)
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arrowFrame:SetHeight(ARROW_DISPLAY_HEIGHT + 60)
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arrowFrame:SetHeight(64)
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arrowFrame:SetScale(_GetArrowScale())
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arrowFrame:SetScale(_GetArrowScale())
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arrowFrame:SetClampedToScreen(true)
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arrowFrame:SetClampedToScreen(true)
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arrowFrame:SetMovable(true)
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arrowFrame:SetMovable(true)
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@@ -269,19 +217,20 @@ local function EnsureArrowFrame()
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self:SetScale(scale)
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self:SetScale(scale)
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end)
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end)
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-- Single arrow texture with SetRotation for smooth rotation
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-- Arrow sprite sheet texture (108 cells: 9 columns, 12 rows)
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arrowFrame.arrow = arrowFrame:CreateTexture(nil, "MEDIUM")
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arrowFrame.arrow = arrowFrame:CreateTexture(nil, "MEDIUM")
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arrowFrame.arrow:SetTexture(QuestieLib.AddonPath .. "Icons\\arrow.tga")
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arrowFrame.arrow:SetTexture(QuestieLib.AddonPath .. "Icons\\arrow.tga")
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arrowFrame.arrow:SetWidth(ARROW_DISPLAY_WIDTH)
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-- Render at native cell size; use frame scaling if you want it larger.
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arrowFrame.arrow:SetHeight(ARROW_DISPLAY_HEIGHT)
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arrowFrame.arrow:SetWidth(ARROW_CELL_W)
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arrowFrame.arrow:SetPoint("CENTER", arrowFrame, "CENTER", 0, 0)
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arrowFrame.arrow:SetHeight(ARROW_CELL_H)
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arrowFrame.arrow:SetRotation(0) -- 0 = pointing up (north)
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arrowFrame.arrow:SetPoint("TOP", arrowFrame, "TOP", 0, 0)
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arrowFrame.arrow:SetTexCoord(0, 0.109375, 0, 0.08203125) -- First cell
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-- Quest icon texture at bottom (pfQuest style)
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-- Quest icon texture at bottom (pfQuest style)
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arrowFrame.icon = arrowFrame:CreateTexture(nil, "OVERLAY")
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arrowFrame.icon = arrowFrame:CreateTexture(nil, "OVERLAY")
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arrowFrame.icon:SetWidth(28)
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arrowFrame.icon:SetWidth(28)
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arrowFrame.icon:SetHeight(28)
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arrowFrame.icon:SetHeight(28)
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arrowFrame.icon:SetPoint("BOTTOM", arrowFrame.arrow, "BOTTOM", 0, 0)
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arrowFrame.icon:SetPoint("BOTTOM", arrowFrame.arrow, "BOTTOM", 0, -20)
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arrowFrame.title = arrowFrame:CreateFontString(nil, "OVERLAY", "GameFontNormal")
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arrowFrame.title = arrowFrame:CreateFontString(nil, "OVERLAY", "GameFontNormal")
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arrowFrame.title:SetPoint("TOP", arrowFrame.icon, "BOTTOM", 0, -2)
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arrowFrame.title:SetPoint("TOP", arrowFrame.icon, "BOTTOM", 0, -2)
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@@ -308,7 +257,7 @@ local function EnsureArrowFrame()
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end
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end
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end)
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end)
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arrowFrame:SetScript("OnUpdate", function(self)
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arrowFrame:SetScript("OnUpdate", function(self)
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local now = GetTime()
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local now = GetTime()
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local target = sortedTargets[1]
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local target = sortedTargets[1]
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@@ -326,77 +275,14 @@ arrowFrame:SetScript("OnUpdate", function(self)
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end
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end
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self._lastUpdate = now
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self._lastUpdate = now
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local debugArrow = Questie and Questie.db and Questie.db.profile and Questie.db.profile.debugArrow
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local target = sortedTargets[1]
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-- -----------------------------------------------------------------
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-- Get fresh player world position every frame for smooth arrow
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-- rotation. UnitPosition updates every frame via HBD, which is
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-- essential — cached values (updated only every 1s) make the
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-- arrow rotate with the character since only GetPlayerFacing()
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-- changes per frame when position is stale.
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-- On Sunstrider, HBD may return Eastern Kingdoms coords. We
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-- detect this and override with the cached corrected position.
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-- -----------------------------------------------------------------
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local playerX, playerY, playerInstance = HBD:GetPlayerWorldPosition()
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local playerX, playerY, playerInstance = HBD:GetPlayerWorldPosition()
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if not playerX or not playerY or not playerInstance then
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if not playerX or not playerY or not playerInstance then
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self.distance:SetText("Distance: --")
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self.distance:SetText("Distance: --")
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return
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return
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end
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end
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-- On Sunstrider, HBD returns Eastern Kingdoms continent coords
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-- which are outside Eversong bounds. Instead of replacing fresh
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-- per-frame coords with stale 1-second cache, compute fresh
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-- Sunstrider-local coords via C_Map on EVERY frame so that
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-- both position AND facing update per-frame.
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-- PITFALL: zoneId can be 3431 (Eversong) while player is on uiMap 1241 (Sunstrider).
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-- Check both zoneId and cached uiMapId for robust detection.
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local _curZoneId = QuestiePlayer:GetCurrentZoneId()
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local _sunOnUpdate = (_curZoneId == 3430 or _curZoneId == 3431
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or _arrow_playerUiMapId == 1241)
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if _sunOnUpdate then
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local EXMIN, EXMAX, EYMIN, EYMAX = -2000, 3200, 5300, 8700
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if playerX < EXMIN or playerX > EXMAX or playerY < EYMIN or playerY > EYMAX then
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-- Fresh per-frame computation instead of stale cache
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local mapX, mapY = _GetSunstriderPlayerMapPosition(debugArrow)
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if mapX and mapY and mapX > 0 and mapY > 0 then
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local wX, wY, wInst = HBD:GetWorldCoordinatesFromZone(mapX, mapY, 1241) -- use Ascension-calibrated 1241 bounds
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if wX and wY then
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if debugArrow then
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print(string.format("OnUpdate: Sunstrider fresh HBD(%.0f,%.0f) -> computed(%.0f,%.0f)",
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playerX, playerY, wX, wY))
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end
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playerX, playerY, playerInstance = wX, wY, wInst or playerInstance
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elseif _arrow_playerX and _arrow_playerY then
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-- Last resort: stale cache only if fresh calc fails
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if debugArrow then
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print(string.format("OnUpdate: Sunstrider fresh calc FAILED, using stale cache(%.0f,%.0f)",
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_arrow_playerX, _arrow_playerY))
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end
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playerX, playerY, playerInstance = _arrow_playerX, _arrow_playerY, _arrow_playerInstance
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end
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elseif _arrow_playerX and _arrow_playerY then
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-- _GetSunstriderPlayerMapPosition failed, stale cache fallback
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if debugArrow then
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print(string.format("OnUpdate: Sunstrider map pos failed, using stale cache(%.0f,%.0f)",
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_arrow_playerX, _arrow_playerY))
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end
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playerX, playerY, playerInstance = _arrow_playerX, _arrow_playerY, _arrow_playerInstance
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end
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end
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end
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-- Convert target spawn coords to world coordinates.
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local targetX, targetY, targetInstance = HBD:GetWorldCoordinatesFromZone(target.x / 100.0, target.y / 100.0,
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-- Resolve uiMapId again here as a safety net for targets that may
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target.uiMapId)
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-- have raw custom map IDs (1241) bypassing PopulateTargets resolution.
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local targetUiMapId = _ResolveArrowUiMapId(target.uiMapId)
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-- On Sunstrider, convert target through Ascension-calibrated 1241 bounds
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-- so target world coords match player world coords (both through 1241).
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-- PITFALL: zoneId can be 3431 while player is on uiMap 1241.
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if _sunOnUpdate and targetUiMapId == 1941 then
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targetUiMapId = 1241
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end
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local targetX, targetY, targetInstance = HBD:GetWorldCoordinatesFromZone(target.x / 100.0, target.y / 100.0, targetUiMapId)
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if not targetX or not targetY or not targetInstance then
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if not targetX or not targetY or not targetInstance then
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self.distance:SetText("Distance: --")
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self.distance:SetText("Distance: --")
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return
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return
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@@ -407,44 +293,37 @@ arrowFrame:SetScript("OnUpdate", function(self)
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return
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return
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end
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end
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-- Arrow direction from pure world-coordinate math.
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-- Calculate arrow direction using pfQuest's method, but in world coordinates
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-- HBD world coords: X decreases going EAST (more negative = more west).
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-- (map coordinates break when the target is in a different zone)
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-- Y increases going NORTH (larger = more north).
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local xDelta = (playerX - targetX) * 1.5
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-- GetPlayerFacing: 0=North, π/2=East, π=South, 3π/2=West (CW from N).
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local yDelta = (playerY - targetY)
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-- SetRotation(r): rotates texture CW (positive = clockwise).
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local angle = atan2(xDelta, -(yDelta))
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-- Arrow image tip is at TOP of file → points UP at SetRotation(0).
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angle = angle > 0 and (pi * 2) - angle or -angle
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--
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if angle < 0 then angle = angle + (pi * 2) end
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-- dx = targetX - playerX:
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-- targetX > playerX (numerically) → target LESS negative → target EAST
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-- So dx>0 = target EAST of player
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-- dy = targetY - playerY:
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-- targetY > playerY → target MORE north
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-- So dy>0 = target NORTH of player
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--
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-- Bearing CW from North: atan2(dx, dy)
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-- N: dx=0, dy>0 → atan2(0,+) = 0
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-- E: dx>0, dy=0 → atan2(+,0) = π/2
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-- S: dx=0, dy<0 → atan2(0,-) = π
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-- W: dx<0, dy=0 → atan2(-,0) = -π/2 → 3π/2
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--
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-- Screen direction relative to facing:
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-- relative = bearing - facing (0 = target ahead)
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--
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-- SetRotation wants CW; relative is CW: use it directly.
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-- SetRotation(relative) → arrow points at target on screen.
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local dx = targetX - playerX
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local dy = targetY - playerY
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local bearing = atan2(dx, dy)
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if bearing < 0 then bearing = bearing + (pi * 2) end
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local facing = GetPlayerFacing and GetPlayerFacing() or 0
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local relative = bearing - facing
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if relative < 0 then relative = relative + (pi * 2) end
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local rotAngle = relative -- CW rotation for SetRotation
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if debugArrow then
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local player = GetPlayerFacing and GetPlayerFacing() or 0
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print(string.format("QuestieArrow OnUpdate: target=%s pX=%.1f pY=%.1f tX=%.1f tY=%.1f dx=%.1f dy=%.1f bearing=%.2f facing=%.2f relative=%.2f rotAng=%.2f inst=%s",
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angle = angle - player
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tostring(target.title), playerX, playerY, targetX, targetY, dx, dy, bearing, facing, relative, rotAngle, tostring(playerInstance)))
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end
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-- Calculate color gradient based on direction
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local perc = abs(((pi - abs(angle)) / pi))
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local r, g, b = GetColorGradient(perc)
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-- Select sprite sheet cell
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local cell = modulo(floor(angle / (pi * 2) * ARROW_TOTAL_CELLS + 0.5), ARROW_TOTAL_CELLS)
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local column = modulo(cell, ARROW_SHEET_COLS)
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local row = floor(cell / ARROW_SHEET_COLS)
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local xstart = (column * ARROW_CELL_W) / ARROW_SHEET_SIZE
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local ystart = (row * ARROW_CELL_H) / ARROW_SHEET_SIZE
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local xend = ((column + 1) * ARROW_CELL_W) / ARROW_SHEET_SIZE
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local yend = ((row + 1) * ARROW_CELL_H) / ARROW_SHEET_SIZE
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-- Avoid bleeding from neighboring cells when texture filtering is enabled.
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local padX = 0.5 / ARROW_SHEET_SIZE
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local padY = 0.5 / ARROW_SHEET_SIZE
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xstart = xstart + padX
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ystart = ystart + padY
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xend = xend - padX
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yend = yend - padY
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-- Calculate distance and alpha
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-- Calculate distance and alpha
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local dist = HBD:GetWorldDistance(targetInstance, playerX, playerY, targetX, targetY)
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local dist = HBD:GetWorldDistance(targetInstance, playerX, playerY, targetX, targetY)
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@@ -458,8 +337,10 @@ arrowFrame:SetScript("OnUpdate", function(self)
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texalpha = texalpha > 1 and 1 or texalpha
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texalpha = texalpha > 1 and 1 or texalpha
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texalpha = texalpha < 0 and 0 or texalpha
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texalpha = texalpha < 0 and 0 or texalpha
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self.arrow:SetRotation(rotAngle)
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r, g, b = r + texalpha, g + texalpha, b + texalpha
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self.arrow:SetVertexColor(1, 1, 1)
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self.arrow:SetTexCoord(xstart, xend, ystart, yend)
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self.arrow:SetVertexColor(r, g, b)
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self.arrow:SetAlpha(alpha)
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self.arrow:SetAlpha(alpha)
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local distText = string.format("%.1f", dist)
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local distText = string.format("%.1f", dist)
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@@ -544,8 +425,6 @@ local function _CollectFinisherSpawns(finisher, quest)
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if not finisher then return end
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if not finisher then return end
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local pX, pY, pInst = _arrow_playerX, _arrow_playerY, _arrow_playerInstance
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local pX, pY, pInst = _arrow_playerX, _arrow_playerY, _arrow_playerInstance
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local autoLogic, pZone, pMap = _arrow_usingAutoLogic, _arrow_playerZoneId, _arrow_playerUiMapId
|
local autoLogic, pZone, pMap = _arrow_usingAutoLogic, _arrow_playerZoneId, _arrow_playerUiMapId
|
||||||
-- On Sunstrider, force target conversion through 1241 bounds to match player coords
|
|
||||||
local sunOverride = (pMap == 1241)
|
|
||||||
local iconPath = ResolveIconTexture(_GetCompleteIconType(quest))
|
local iconPath = ResolveIconTexture(_GetCompleteIconType(quest))
|
||||||
if finisher.spawns then
|
if finisher.spawns then
|
||||||
for finisherZone, spawns in pairs(finisher.spawns) do
|
for finisherZone, spawns in pairs(finisher.spawns) do
|
||||||
@@ -563,15 +442,13 @@ local function _CollectFinisherSpawns(finisher, quest)
|
|||||||
if true then
|
if true then
|
||||||
local uiMapId = ZoneDB:GetUiMapIdByAreaId(zone)
|
local uiMapId = ZoneDB:GetUiMapIdByAreaId(zone)
|
||||||
if uiMapId and x and y then
|
if uiMapId and x and y then
|
||||||
local resolvedUiMapId = _ResolveArrowUiMapId(uiMapId)
|
local tX, tY, tInst = HBD:GetWorldCoordinatesFromZone(x / 100.0, y / 100.0, uiMapId)
|
||||||
if sunOverride and resolvedUiMapId == 1941 then resolvedUiMapId = 1241 end
|
|
||||||
local tX, tY, tInst = HBD:GetWorldCoordinatesFromZone(x / 100.0, y / 100.0, resolvedUiMapId)
|
|
||||||
if tX and tY and tInst then
|
if tX and tY and tInst then
|
||||||
local dist = HBD:GetWorldDistance(tInst, pX, pY, tX, tY)
|
local dist = HBD:GetWorldDistance(tInst, pX, pY, tX, tY)
|
||||||
if dist then
|
if dist then
|
||||||
if tInst ~= pInst then dist = 500000 + dist * 100 end
|
if tInst ~= pInst then dist = 500000 + dist * 100 end
|
||||||
table.insert(sortedTargets, {
|
table.insert(sortedTargets, {
|
||||||
x = x, y = y, uiMapId = resolvedUiMapId, title = quest.name, questLevel = quest.level, iconPath = iconPath, distance = dist,
|
x = x, y = y, uiMapId = uiMapId, title = quest.name, questLevel = quest.level, iconPath = iconPath, distance = dist,
|
||||||
})
|
})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
@@ -581,20 +458,18 @@ local function _CollectFinisherSpawns(finisher, quest)
|
|||||||
end
|
end
|
||||||
else
|
else
|
||||||
-- Zone filtering disabled (same zone ID vs area ID mismatch issue)
|
-- Zone filtering disabled (same zone ID vs area ID mismatch issue)
|
||||||
if true then
|
if true then
|
||||||
local x = coords[1]
|
local x = coords[1]
|
||||||
local y = coords[2]
|
local y = coords[2]
|
||||||
local uiMapId = ZoneDB:GetUiMapIdByAreaId(finisherZone)
|
local uiMapId = ZoneDB:GetUiMapIdByAreaId(finisherZone)
|
||||||
if uiMapId then
|
if uiMapId then
|
||||||
local resolvedUiMapId = _ResolveArrowUiMapId(uiMapId)
|
local tX, tY, tInst = HBD:GetWorldCoordinatesFromZone(x / 100.0, y / 100.0, uiMapId)
|
||||||
if sunOverride and resolvedUiMapId == 1941 then resolvedUiMapId = 1241 end
|
|
||||||
local tX, tY, tInst = HBD:GetWorldCoordinatesFromZone(x / 100.0, y / 100.0, resolvedUiMapId)
|
|
||||||
if tX and tY and tInst then
|
if tX and tY and tInst then
|
||||||
local dist = HBD:GetWorldDistance(tInst, pX, pY, tX, tY)
|
local dist = HBD:GetWorldDistance(tInst, pX, pY, tX, tY)
|
||||||
if dist then
|
if dist then
|
||||||
if tInst ~= pInst then dist = 500000 + dist * 100 end
|
if tInst ~= pInst then dist = 500000 + dist * 100 end
|
||||||
table.insert(sortedTargets, {
|
table.insert(sortedTargets, {
|
||||||
x = x, y = y, uiMapId = resolvedUiMapId, title = quest.name, questLevel = quest.level, iconPath = iconPath, distance = dist,
|
x = x, y = y, uiMapId = uiMapId, title = quest.name, questLevel = quest.level, iconPath = iconPath, distance = dist,
|
||||||
})
|
})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
@@ -615,15 +490,13 @@ local function _CollectFinisherSpawns(finisher, quest)
|
|||||||
local y = waypoints[1][1][2]
|
local y = waypoints[1][1][2]
|
||||||
local uiMapId = ZoneDB:GetUiMapIdByAreaId(zone)
|
local uiMapId = ZoneDB:GetUiMapIdByAreaId(zone)
|
||||||
if uiMapId and x and y then
|
if uiMapId and x and y then
|
||||||
local resolvedUiMapId = _ResolveArrowUiMapId(uiMapId)
|
local tX, tY, tInst = HBD:GetWorldCoordinatesFromZone(x / 100.0, y / 100.0, uiMapId)
|
||||||
if sunOverride and resolvedUiMapId == 1941 then resolvedUiMapId = 1241 end
|
|
||||||
local tX, tY, tInst = HBD:GetWorldCoordinatesFromZone(x / 100.0, y / 100.0, resolvedUiMapId)
|
|
||||||
if tX and tY and tInst then
|
if tX and tY and tInst then
|
||||||
local dist = HBD:GetWorldDistance(tInst, pX, pY, tX, tY)
|
local dist = HBD:GetWorldDistance(tInst, pX, pY, tX, tY)
|
||||||
if dist then
|
if dist then
|
||||||
if tInst ~= pInst then dist = 500000 + dist * 100 end
|
if tInst ~= pInst then dist = 500000 + dist * 100 end
|
||||||
table.insert(sortedTargets, {
|
table.insert(sortedTargets, {
|
||||||
x = x, y = y, uiMapId = resolvedUiMapId, title = quest.name, questLevel = quest.level, iconPath = iconPath, distance = dist,
|
x = x, y = y, uiMapId = uiMapId, title = quest.name, questLevel = quest.level, iconPath = iconPath, distance = dist,
|
||||||
})
|
})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
@@ -635,38 +508,9 @@ local function _CollectFinisherSpawns(finisher, quest)
|
|||||||
end
|
end
|
||||||
|
|
||||||
local function _CollectObjective(objective, quest)
|
local function _CollectObjective(objective, quest)
|
||||||
if not objective or not objective.spawnList then
|
if not objective or not objective.spawnList then return end
|
||||||
-- spawnList can be nil if _TryInvalidateObjective cleared it (QuestieLearner
|
|
||||||
-- learned new data) but the rebuild via UpdateQuest hasn't happened yet, or if
|
|
||||||
-- stale quest.isComplete prevented PopulateObjective from rebuilding it.
|
|
||||||
-- Proactively trigger UpdateQuest to rebuild the spawnList for this quest.
|
|
||||||
if quest and quest.Id and QuestieQuest and QuestieQuest.UpdateQuest then
|
|
||||||
local dbComplete = QuestieDB.IsComplete(quest.Id)
|
|
||||||
-- Only request rebuild if quest is NOT complete in the DB
|
|
||||||
if dbComplete ~= 1 and not quest.isComplete then
|
|
||||||
local now = GetTime()
|
|
||||||
local last = lastPopulateByQuestId[quest.Id] or 0
|
|
||||||
-- Throttle rebuilds to every 5 seconds per quest
|
|
||||||
if (last + 5.0) < now then
|
|
||||||
lastPopulateByQuestId[quest.Id] = now
|
|
||||||
Questie:Debug(Questie.DEBUG_DEVELOP, "[Arrow] _CollectObjective: spawnList nil for quest", quest.Id, "- triggering UpdateQuest rebuild")
|
|
||||||
QuestieQuest:UpdateQuest(quest.Id)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
if debugCollect then
|
|
||||||
print(string.format(" _CollectObjective SKIP: obj=%s spawnList=%s (quest=%s)",
|
|
||||||
tostring(objective), objective and tostring(objective.spawnList) or "nil", quest and tostring(quest.name) or "?"))
|
|
||||||
end
|
|
||||||
return
|
|
||||||
end
|
|
||||||
if QuestieQuest.ShouldHideObjective(objective) then return end
|
if QuestieQuest.ShouldHideObjective(objective) then return end
|
||||||
if objective.Completed == true or objective.Completed == 1 then
|
if objective.Completed == true or objective.Completed == 1 then return end
|
||||||
if debugCollect then
|
|
||||||
print(string.format(" _CollectObjective SKIP: Completed=%s (quest=%s)", tostring(objective.Completed), quest and tostring(quest.name) or "?"))
|
|
||||||
end
|
|
||||||
return
|
|
||||||
end
|
|
||||||
if objective.Needed and objective.Collected
|
if objective.Needed and objective.Collected
|
||||||
and type(objective.Needed) == "number" and type(objective.Collected) == "number"
|
and type(objective.Needed) == "number" and type(objective.Collected) == "number"
|
||||||
and objective.Collected >= objective.Needed then
|
and objective.Collected >= objective.Needed then
|
||||||
@@ -674,21 +518,9 @@ local function _CollectObjective(objective, quest)
|
|||||||
end
|
end
|
||||||
local pX, pY, pInst = _arrow_playerX, _arrow_playerY, _arrow_playerInstance
|
local pX, pY, pInst = _arrow_playerX, _arrow_playerY, _arrow_playerInstance
|
||||||
local autoLogic, pZone, pMap = _arrow_usingAutoLogic, _arrow_playerZoneId, _arrow_playerUiMapId
|
local autoLogic, pZone, pMap = _arrow_usingAutoLogic, _arrow_playerZoneId, _arrow_playerUiMapId
|
||||||
-- On Sunstrider, force target conversion through 1241 bounds to match player coords
|
|
||||||
local sunOverride = (pMap == 1241)
|
|
||||||
local debugCollect = Questie and Questie.db and Questie.db.profile and Questie.db.profile.debugArrow
|
local debugCollect = Questie and Questie.db and Questie.db.profile and Questie.db.profile.debugArrow
|
||||||
if debugCollect then
|
if debugCollect then
|
||||||
print(string.format(" _CollectObjective: spawnList=%s", objective.spawnList and "yes" or "nil"))
|
print(string.format(" _CollectObjective: spawnList=%s", objective.spawnList and "yes" or "nil"))
|
||||||
for id, spawnData in pairs(objective.spawnList) do
|
|
||||||
if spawnData and spawnData.Spawns then
|
|
||||||
for zone, spawns in pairs(spawnData.Spawns) do
|
|
||||||
if spawns and #spawns > 0 then
|
|
||||||
print(string.format(" spawnList[%d]: zone=%s firstCoord=(%.2f,%.2f) isLearned=%s",
|
|
||||||
id, tostring(zone), spawns[1][1], spawns[1][2], tostring(spawnData.isLearned)))
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
end
|
||||||
if not objective.spawnList then return end
|
if not objective.spawnList then return end
|
||||||
for _, spawnData in pairs(objective.spawnList) do
|
for _, spawnData in pairs(objective.spawnList) do
|
||||||
@@ -711,9 +543,7 @@ local function _CollectObjective(objective, quest)
|
|||||||
print(string.format(" spawn=(%.1f,%.1f) uiMapId=%s", spawn[1], spawn[2], tostring(uiMapId)))
|
print(string.format(" spawn=(%.1f,%.1f) uiMapId=%s", spawn[1], spawn[2], tostring(uiMapId)))
|
||||||
end
|
end
|
||||||
if uiMapId then
|
if uiMapId then
|
||||||
local resolvedUiMapId = _ResolveArrowUiMapId(uiMapId)
|
local tX, tY, tInst = HBD:GetWorldCoordinatesFromZone(spawn[1] / 100.0, spawn[2] / 100.0, uiMapId)
|
||||||
if sunOverride and resolvedUiMapId == 1941 then resolvedUiMapId = 1241 end
|
|
||||||
local tX, tY, tInst = HBD:GetWorldCoordinatesFromZone(spawn[1] / 100.0, spawn[2] / 100.0, resolvedUiMapId)
|
|
||||||
if tX and tY and tInst then
|
if tX and tY and tInst then
|
||||||
local dist = HBD:GetWorldDistance(tInst, pX, pY, tX, tY)
|
local dist = HBD:GetWorldDistance(tInst, pX, pY, tX, tY)
|
||||||
if dist then
|
if dist then
|
||||||
@@ -722,7 +552,7 @@ local function _CollectObjective(objective, quest)
|
|||||||
print(string.format(" ADDED dist=%.0f", dist))
|
print(string.format(" ADDED dist=%.0f", dist))
|
||||||
end
|
end
|
||||||
table.insert(sortedTargets, {
|
table.insert(sortedTargets, {
|
||||||
x = spawn[1], y = spawn[2], uiMapId = resolvedUiMapId,
|
x = spawn[1], y = spawn[2], uiMapId = uiMapId,
|
||||||
title = quest.name, questLevel = quest.level,
|
title = quest.name, questLevel = quest.level,
|
||||||
iconPath = ResolveIconTexture(objective.Icon) or ResolveIconTexture(spawnData and spawnData.Icon),
|
iconPath = ResolveIconTexture(objective.Icon) or ResolveIconTexture(spawnData and spawnData.Icon),
|
||||||
distance = dist,
|
distance = dist,
|
||||||
@@ -744,193 +574,37 @@ function QuestieArrow:UpdateNearestTargets()
|
|||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
sortedTargets = {}
|
sortedTargets = {}
|
||||||
|
|
||||||
if not Questie.db or not Questie.db.char then
|
if not Questie.db or not Questie.db.char then
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
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 1241 on Sunstrider Isle (not 946 or 1941).
|
|
||||||
-- PITFALL: zoneId can be 3431 (Eversong) while player is on uiMap 1241 (Sunstrider).
|
|
||||||
local useSunstriderFix = (zoneId == 3430 or zoneId == 3431 or pUiMapId == 1241)
|
|
||||||
|
|
||||||
-- Get player position — always try HBD's direct method first (works when map is OPEN).
|
|
||||||
-- If that returns nil (map closed or Sunstrider), fall back to C_Map.GetPlayerMapPosition +
|
|
||||||
-- HBD:GetWorldCoordinatesFromZone which works regardless of map open/closed state.
|
|
||||||
local playerX, playerY, playerInstance = HBD:GetPlayerWorldPosition()
|
local playerX, playerY, playerInstance = HBD:GetPlayerWorldPosition()
|
||||||
if not playerX or not playerY or not playerInstance then
|
if not playerX or not playerY or not playerInstance then
|
||||||
-- Fallback: get map-relative position then convert to world coords via HBD.
|
|
||||||
-- 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.
|
|
||||||
if not pUiMapId or pUiMapId == 946 or pUiMapId == 947 or pUiMapId == 0 then
|
|
||||||
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
|
|
||||||
if zoneId then
|
|
||||||
pUiMapId = ZoneDB:GetUiMapIdByAreaId(zoneId)
|
|
||||||
end
|
|
||||||
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
|
|
||||||
zoneId = QuestiePlayer:GetCurrentZoneId()
|
|
||||||
if zoneId and zoneId ~= 0 then
|
|
||||||
pUiMapId = ZoneDB:GetUiMapIdByAreaId(zoneId)
|
|
||||||
if debugArrow then
|
|
||||||
print(string.format("UpdateNearestTargets: forced pUiMapId=%s via zoneId=%s", tostring(pUiMapId), tostring(zoneId)))
|
|
||||||
end
|
|
||||||
end
|
|
||||||
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 or zoneId == 3431 or pUiMapId == 1241 then
|
|
||||||
lookupUiMapId = 1241 -- always use Sunstrider's real uiMapId for C_Map
|
|
||||||
end
|
|
||||||
if debugArrow then
|
|
||||||
print(string.format("UpdateNearestTargets: trying C_Map with lookupUiMapId=%s zoneId=%s", tostring(lookupUiMapId), tostring(zoneId)))
|
|
||||||
end
|
|
||||||
|
|
||||||
-- 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: _GetSunstriderPlayerMapPosition() -> mapX=%.4f mapY=%.4f", mapX or -1, mapY or -1))
|
|
||||||
end
|
|
||||||
if mapX and mapY and mapX > 0 and mapY > 0 then
|
|
||||||
if useSunstriderFix then
|
|
||||||
-- Sunstrider: use 1941 (Eversong) for coordinate conversion so that
|
|
||||||
-- player world coords are in the same space as target world coords.
|
|
||||||
-- Targets always use 1941 (via ZoneDB:GetUiMapIdByAreaId(3430)→1941),
|
|
||||||
-- so the player must also use 1941 for consistent distance/direction.
|
|
||||||
-- Ascension-calibrated 1241 bounds now match Eversong world space.
|
|
||||||
playerX, playerY, playerInstance = HBD:GetWorldCoordinatesFromZone(mapX, mapY, 1241)
|
|
||||||
else
|
|
||||||
-- Normal zone: convert the player's map coords through the ACTUAL zone's
|
|
||||||
-- uiMapId bounds. This was hardcoded to 1941 in the original Sunstrider fix,
|
|
||||||
-- which broke every zone except Eversong.
|
|
||||||
playerX, playerY, playerInstance = HBD:GetWorldCoordinatesFromZone(mapX, mapY, lookupUiMapId)
|
|
||||||
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
|
|
||||||
end
|
|
||||||
end
|
|
||||||
-- Sunstrider override: HBD:GetPlayerWorldPosition() may return incorrect
|
|
||||||
-- (Eastern Kingdoms offset) coords on Sunstrider Isle. Only override if
|
|
||||||
-- the HBD coords appear wrong — specifically, if they fall outside the
|
|
||||||
-- Eversong bounding box. Eversong world bounds: X ∈ [-1825, 3100],
|
|
||||||
-- Y ∈ [5358, 8642]. If HBD coords are outside this range, they're EK coords.
|
|
||||||
-- NOTE: _GetSunstriderPlayerMapPosition returns 1241-local normalized coords.
|
|
||||||
-- We convert through 1941 (Eversong) so that player world coords share the
|
|
||||||
-- same coordinate space as targets (which always use uiMapId 1941 via ZoneDB).
|
|
||||||
if useSunstriderFix and playerX and playerY then
|
|
||||||
-- Eversong bounding box in world coordinates (with some margin).
|
|
||||||
-- A player on Sunstrider/Eversong should be within these bounds.
|
|
||||||
local EVERSENG_XMIN, EVERSENG_XMAX = -2000, 3200
|
|
||||||
local EVERSENG_YMIN, EVERSENG_YMAX = 5300, 8700
|
|
||||||
local coordsOutsideEversong = (playerX < EVERSENG_XMIN or playerX > EVERSENG_XMAX
|
|
||||||
or playerY < EVERSENG_YMIN or playerY > EVERSENG_YMAX)
|
|
||||||
if debugArrow then
|
|
||||||
print(string.format("UpdateNearestTargets: Sunstrider check outsideEv=%s px=%.0f py=%.0f bounds=[%d..%d,%d..%d]",
|
|
||||||
tostring(coordsOutsideEversong), playerX, playerY,
|
|
||||||
EVERSENG_XMIN, EVERSENG_XMAX, EVERSENG_YMIN, EVERSENG_YMAX))
|
|
||||||
end
|
|
||||||
if coordsOutsideEversong then
|
|
||||||
local mapX, mapY = _GetSunstriderPlayerMapPosition(debugArrow)
|
|
||||||
if debugArrow then
|
|
||||||
print(string.format("UpdateNearestTargets: Sunstrider mapPos mapX=%.4f mapY=%.4f", mapX or -1, mapY or -1))
|
|
||||||
end
|
|
||||||
if mapX and mapY and mapX > 0 and mapY > 0 then
|
|
||||||
-- Use Ascension-calibrated 1241 bounds for consistent world space.
|
|
||||||
local wX, wY, wInst = HBD:GetWorldCoordinatesFromZone(mapX, mapY, 1241)
|
|
||||||
if debugArrow then
|
|
||||||
print(string.format("UpdateNearestTargets: Sunstrider HBD1941 wX=%s wY=%s wInst=%s", tostring(wX), tostring(wY), tostring(wInst)))
|
|
||||||
end
|
|
||||||
if wX and wY then
|
|
||||||
if debugArrow then
|
|
||||||
print(string.format("UpdateNearestTargets: Sunstrider override HBD(%.4f,%.4f) -> HBD1941(%.4f,%.4f)", playerX, playerY, wX, wY))
|
|
||||||
end
|
|
||||||
playerX, playerY, playerInstance = wX, wY, wInst or 0
|
|
||||||
else
|
|
||||||
-- HBD 1941 conversion failed — no fallback available.
|
|
||||||
if debugArrow then
|
|
||||||
print("UpdateNearestTargets: Sunstrider HBD1941 conversion FAILED")
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
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
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
playerInstance = playerInstance or 0
|
|
||||||
|
|
||||||
if debugArrow then
|
|
||||||
print(string.format("UpdateNearestTargets: playerX=%.4f playerY=%.4f playerInstance=%s",
|
|
||||||
playerX, playerY, tostring(playerInstance)))
|
|
||||||
end
|
|
||||||
|
|
||||||
local tracked = Questie.db.char.TrackedQuests or {}
|
local tracked = Questie.db.char.TrackedQuests or {}
|
||||||
local hasTracked = next(tracked) ~= nil
|
local hasTracked = next(tracked) ~= nil
|
||||||
|
|
||||||
-- Auto mode logic: If autoTrack is on OR NOTHING is tracked
|
-- Auto mode logic: If autoTrack is on OR NOTHING is tracked
|
||||||
local usingAutoLogic = Questie.db.profile.autoTrackQuests or not hasTracked
|
local usingAutoLogic = Questie.db.profile.autoTrackQuests or not hasTracked
|
||||||
local playerZoneId = QuestiePlayer:GetCurrentZoneId()
|
local playerZoneId = QuestiePlayer:GetCurrentZoneId()
|
||||||
-- Get a valid uiMapId for the player — needed for _CollectObjective zone filtering.
|
|
||||||
-- Use QuestiePlayer which calls C_Map.GetBestMapForUnit — if that returns 947 (wrong)
|
|
||||||
-- fall back to ZoneDB from the player's actual zone (areaId).
|
|
||||||
local playerUiMapId = QuestiePlayer:GetCurrentUiMapId()
|
local playerUiMapId = QuestiePlayer:GetCurrentUiMapId()
|
||||||
if not playerUiMapId or playerUiMapId == 947 then
|
|
||||||
local zoneId = playerZoneId or select(7, GetInstanceInfo())
|
|
||||||
if zoneId then
|
|
||||||
playerUiMapId = ZoneDB:GetUiMapIdByAreaId(zoneId) or playerUiMapId
|
|
||||||
end
|
|
||||||
end
|
|
||||||
playerUiMapId = playerUiMapId or 0
|
|
||||||
|
|
||||||
-- Publish context for hoisted helper functions (avoids closure allocation every call)
|
-- Publish context for hoisted helper functions (avoids closure allocation every call)
|
||||||
_arrow_playerX, _arrow_playerY, _arrow_playerInstance = playerX, playerY, playerInstance
|
_arrow_playerX, _arrow_playerY, _arrow_playerInstance = playerX, playerY, playerInstance
|
||||||
_arrow_usingAutoLogic = usingAutoLogic
|
_arrow_usingAutoLogic = usingAutoLogic
|
||||||
_arrow_playerZoneId, _arrow_playerUiMapId = playerZoneId, playerUiMapId
|
_arrow_playerZoneId, _arrow_playerUiMapId = playerZoneId, playerUiMapId
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
local function _CollectQuestTargets(quest)
|
local function _CollectQuestTargets(quest)
|
||||||
if not quest then return end
|
if not quest then return end
|
||||||
|
|
||||||
local debugCollect = Questie and Questie.db and Questie.db.profile and Questie.db.profile.debugArrow
|
local debugCollect = Questie and Questie.db and Questie.db.profile and Questie.db.profile.debugArrow
|
||||||
|
|
||||||
-- Periodic quest state verification: call PopulateQuestLogInfo when
|
-- Avoid spamming QuestieQuest:PopulateQuestLogInfo (it can trigger marker rebuilds and flicker).
|
||||||
-- (a) objectives/completion flags are missing (original logic), OR
|
-- Only populate when objective completion flags are missing, and throttle per quest id.
|
||||||
-- (b) the quest hasn't been populated in the last 30 seconds
|
|
||||||
-- (c) quest.isComplete is stale (does not match DB)
|
|
||||||
-- This ensures the arrow always has accurate completion data, catching
|
|
||||||
-- cases where events didn't fire or stale flags survived a reload.
|
|
||||||
if QuestieQuest and QuestieQuest.PopulateQuestLogInfo and quest.Id then
|
if QuestieQuest and QuestieQuest.PopulateQuestLogInfo and quest.Id then
|
||||||
local needsPopulate = false
|
local needsPopulate = false
|
||||||
if not quest.Objectives and not quest.SpecialObjectives then
|
if not quest.Objectives and not quest.SpecialObjectives then
|
||||||
@@ -938,17 +612,9 @@ local EVERSENG_XMIN, EVERSENG_XMAX = -2000, 3200
|
|||||||
elseif _HasMissingCompletedFlag(quest.Objectives) or _HasMissingCompletedFlag(quest.SpecialObjectives) then
|
elseif _HasMissingCompletedFlag(quest.Objectives) or _HasMissingCompletedFlag(quest.SpecialObjectives) then
|
||||||
needsPopulate = true
|
needsPopulate = true
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Periodic force-refresh: if more than 30 seconds since last populate, re-sync
|
|
||||||
-- quest state from live quest log. This catches stale isComplete/WasComplete
|
|
||||||
-- that survived event-driven updates (e.g., Ascension missing QUEST_LOG_UPDATE).
|
|
||||||
local now = GetTime()
|
|
||||||
local last = lastPopulateByQuestId[quest.Id] or 0
|
|
||||||
if (last + 30.0) < now then
|
|
||||||
needsPopulate = true
|
|
||||||
end
|
|
||||||
|
|
||||||
if needsPopulate then
|
if needsPopulate then
|
||||||
|
local now = GetTime()
|
||||||
|
local last = lastPopulateByQuestId[quest.Id] or 0
|
||||||
if (last + 2.0) < now then
|
if (last + 2.0) < now then
|
||||||
lastPopulateByQuestId[quest.Id] = now
|
lastPopulateByQuestId[quest.Id] = now
|
||||||
QuestieQuest:PopulateQuestLogInfo(quest)
|
QuestieQuest:PopulateQuestLogInfo(quest)
|
||||||
@@ -956,22 +622,12 @@ local EVERSENG_XMIN, EVERSENG_XMAX = -2000, 3200
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
local dbComplete = QuestieDB.IsComplete(quest.Id)
|
local isComplete = quest.isComplete or (QuestieDB.IsComplete(quest.Id) == 1)
|
||||||
-- Defensive: if quest.isComplete is stale from a prior complete-then-abandon, and
|
if isComplete then quest.isComplete = true end
|
||||||
-- QuestLogCache says the quest is NOT complete (0 or nil), clear the stale flag so
|
|
||||||
-- objective pins are drawn. AcceptQuest normally resets this, but this guards
|
|
||||||
-- against edge cases where AcceptQuest's reset didn't fire.
|
|
||||||
if quest.isComplete and dbComplete ~= 1 then
|
|
||||||
quest.isComplete = nil
|
|
||||||
end
|
|
||||||
local isComplete = quest.isComplete or (dbComplete == 1)
|
|
||||||
|
|
||||||
if debugCollect then
|
if debugCollect then
|
||||||
local objCount = quest.Objectives and #quest.Objectives or 0
|
print(string.format(" _CollectQuestTargets: %s isComplete=%s hasObjectives=%s hasSpecialObjectives=%s hasFinisher=%s",
|
||||||
print(string.format(" _CollectQuestTargets: %s isComplete=%s (quest.isComplete=%s dbComplete=%s) objCount=%d hasObjectives=%s hasSpecialObjectives=%s hasFinisher=%s",
|
|
||||||
tostring(quest.name), tostring(isComplete),
|
tostring(quest.name), tostring(isComplete),
|
||||||
tostring(quest.isComplete), tostring(dbComplete),
|
|
||||||
objCount,
|
|
||||||
tostring(quest.Objectives ~= nil),
|
tostring(quest.Objectives ~= nil),
|
||||||
tostring(quest.SpecialObjectives ~= nil),
|
tostring(quest.SpecialObjectives ~= nil),
|
||||||
tostring(quest.Finisher ~= nil)))
|
tostring(quest.Finisher ~= nil)))
|
||||||
@@ -1199,11 +855,6 @@ function QuestieArrow:PrintTargetCoords()
|
|||||||
print(" Zone Coords: " .. string.format("%.1f, %.1f", target.x, target.y))
|
print(" Zone Coords: " .. string.format("%.1f, %.1f", target.x, target.y))
|
||||||
print(" UI Map ID: " .. tostring(target.uiMapId))
|
print(" UI Map ID: " .. tostring(target.uiMapId))
|
||||||
print(" Distance: " .. string.format("%.0f", target.distance))
|
print(" Distance: " .. string.format("%.0f", target.distance))
|
||||||
-- Debug: show world coords computed from zone coord + uiMapId
|
|
||||||
local tX, tY, tInst = HBD:GetWorldCoordinatesFromZone(target.x / 100.0, target.y / 100.0, target.uiMapId)
|
|
||||||
if tX and tY then
|
|
||||||
print(" World Coords: " .. string.format("%.1f, %.1f", tX, tY))
|
|
||||||
end
|
|
||||||
end
|
end
|
||||||
|
|
||||||
function QuestieArrow:DebugPrint()
|
function QuestieArrow:DebugPrint()
|
||||||
|
|||||||
Reference in New Issue
Block a user