fix(quest/learner): draw turn-in '?' for in-log quests; learn turn-in NPC
Reverts the previous approach of stripping char.complete (which mutated completed-quest data). Correct rule: a quest in the player's log is active and should show its turn-in location regardless of the completed flag. - AddFinisher now trusts the live quest log: if the quest is in currentQuestlog and not failed, the '?' finisher draws regardless of the (possibly stale, e.g. prior-prestige) char.complete flag. No completion data is modified. Reverts the AcceptQuest and QUEST_QUERY_COMPLETE strips. - Learner: OnTargetChanged now learns quest-giver/turn-in NPC spawns (it previously only cached the GUID), so targeting a turn-in NPC records its location. OnQuestComplete/OnQuestTurnedIn fall back to the 'target' unit when the 'npc' gossip unit is already cleared, so the finisher NPC is reliably learned on turn-in. selene 0 errors; busted 145 successes / same 7 pre-existing failures.
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@@ -500,15 +500,6 @@ function QuestieQuest:AcceptQuest(questId)
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-- shows again (covers re-doing the quest after abandon or an Ascension prestige).
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QuestieQuest:ClearLootedSpawns(questId)
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-- An accepted quest is active, NOT completed-and-turned-in. On Ascension a quest
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-- completed in a previous prestige stays in char.complete; when re-accepted the stale
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-- flag made Questie treat it as done — the turn-in '?' finisher was suppressed
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-- (AddFinisher requires `not char.complete[questId]`) and it showed "(Complete)".
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-- Clear it so the quest tracks/finishes normally again.
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if Questie.db.char.complete then
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Questie.db.char.complete[questId] = nil
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end
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-- If any of these flags exist, this quest was previously accepted and may
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-- have stale completion state (e.g. complete-then-abandon-then-reaccept leaves
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-- quest.isComplete=true, WasComplete=true). Only check quest-object flags
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@@ -1295,7 +1286,13 @@ function QuestieQuest:AddFinisher(quest)
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local complete = QuestieDB.IsComplete(questId)
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if (QuestiePlayer.currentQuestlog[questId] and (IsQuestFlaggedCompleted(questId) == false) and (complete == 1 or complete == 0) and (not Questie.db.char.complete[questId])) then
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-- A quest in the player's log is active and NOT yet turned in, so its turn-in finisher
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-- should always be drawable regardless of the char.complete flag. On Ascension a quest
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-- completed in a previous prestige stays flagged in char.complete; when re-accepted it is
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-- active again, and gating the finisher on char.complete (the old `IsQuestFlaggedCompleted
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-- == false and not char.complete` checks) wrongly suppressed the '?' at the turn-in NPC.
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-- Trust the live quest log instead. (complete == -1 is a failed quest, so exclude it.)
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if (QuestiePlayer.currentQuestlog[questId] and (complete == 1 or complete == 0)) then
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local finisher, key
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if quest.Finisher ~= nil then
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