fix: allow learner clustering on sunstrider

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Xurkon
2026-06-06 12:03:29 -05:00
parent c76650b70c
commit dd630fd1e9
3 changed files with 9 additions and 2 deletions
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@@ -178,6 +178,7 @@
<div class="container">
<h2 id="unreleased-performance-refactor">[Unreleased] &mdash; Performance Refactor Branches</h2>
<ul>
<li><strong>[QuestieLearner &mdash; Learner Sunstrider Clustering]</strong> Relaxed the Sunstrider Isle clustering override in learner mode so the clustering/deduplication knobs can still consolidate newly learned pins there. Static/auto keeps the original Sunstrider visibility behavior, but learner mode now preserves clustering so nearby learner spawns do not render as an unbounded fan-out of separate icons.</li>
<li><strong>[QuestieLearner &mdash; Turn-In Arrow Spawn Promotion]</strong> Allowed quest-related NPC and object spawns to keep their live learner coordinates even when the static database marks those spawn fields as protected. Learner mode now merges the learner's live override tables back into the getter path too, so quest giver and turn-in locations can point from learner-discovered hand-in targets without relaxing protection for unrelated world spawns.</li>
<li><strong>[QuestieLearner &mdash; Quest-Only Item Learning]</strong> Hardened item learning so plain junk loot no longer gets recorded as learner state. Only quest-relevant items are accepted now, including items that already have quest references in learned quest data. Quest-item drops still learn and still build source pins, but non-quest loot like generic trade goods and junk no longer pollutes the item learner or source cache.</li>
<li><strong>[QuestieLearner &mdash; Quest-Only Object Learning]</strong> Hardened object learning so non-quest world objects are ignored unless they are explicitly tied to a quest flow. Quest giver, turn-in, objective, and <code>GAMEOBJECT_USED</code> promotions now mark the object as quest-relevant before it is stored, and learned object coordinates are only promoted into live object overrides when the object has quest references. This keeps source pins for real quest objects while preventing unrelated world objects from being recorded.</li>