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.
This commit is contained in:
+2
-1
@@ -32,7 +32,8 @@
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### Bug Fixes
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### Bug Fixes
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- **[Quest - Re-accepted (Prestige) Quest Stuck "Complete", No Turn-In '?']** A quest completed in a previous Ascension prestige stays in `Questie.db.char.complete`; when re-accepted it is active again in the log, but the stale completion flag was never cleared. `AddFinisher` only draws the turn-in `?` when `not char.complete[questId]`, so the finisher was suppressed and the quest mislabelled "(Complete)" with stale objective text, even while standing at the turn-in NPC. An active in-log quest is now kept out of `char.complete` in two places: it is cleared in `QuestieQuest:AcceptQuest` on accept, and the asynchronous `QUEST_QUERY_COMPLETE` handler now also strips any quest currently in the player's log (so the server's completed list can't re-flag a re-accepted quest). The turn-in `?` and normal objective tracking are restored.
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- **[Quest - Turn-In '?' Missing For Quests In The Log]** A quest in the player's log is active and not yet turned in, so its turn-in `?` finisher should always be drawable — but `AddFinisher` also required `not char.complete[questId]`, so a quest completed in a previous Ascension prestige (still flagged in `char.complete`) and then re-accepted had its finisher suppressed while standing at the turn-in NPC. `AddFinisher` now trusts the live quest log: if the quest is in `currentQuestlog` and not failed, the finisher draws regardless of the (possibly stale) completed flag. No quest-completion data is modified.
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- **[Learner - Turn-In/Quest NPC Not Learned When Targeted]** In learner mode the turn-in NPC's location wasn't always recorded, so its `?` finisher couldn't draw. `OnTargetChanged` only cached the GUID and never called `LearnNPC`; it now learns the spawn of quest-giver/turn-in NPCs (gated like `OnMouseoverUnit`), so simply targeting a turn-in NPC records its position. The `QUEST_COMPLETE`/`QUEST_TURNED_IN` handlers also fall back to the `target` unit when the `npc` gossip unit is already cleared, so the finisher NPC is reliably learned on turn-in.
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- **[Map - Completed Quests Still Shown As Available]** (#7) The server's completed-quest list is delivered asynchronously (the `QUEST_QUERY_COMPLETE` event), often after available quests were first drawn — so quests that were actually already complete kept showing as available `!` until something forced a redraw (e.g. `/reload`). Questie now recalculates available quests once `char.complete` is populated by that event, removing the completed ones. This also clears the "already completed" subset of the false-available pins reported in #8.
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- **[Map - Completed Quests Still Shown As Available]** (#7) The server's completed-quest list is delivered asynchronously (the `QUEST_QUERY_COMPLETE` event), often after available quests were first drawn — so quests that were actually already complete kept showing as available `!` until something forced a redraw (e.g. `/reload`). Questie now recalculates available quests once `char.complete` is populated by that event, removing the completed ones. This also clears the "already completed" subset of the false-available pins reported in #8.
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- **[Map - Available '!' Lingered On Minimap For Accepted Quests]** (#9) When a quest was accepted, its available `!` icon could remain on the minimap until a `/reload`. `QuestieMap:UnloadQuestFramesByDataType` unloaded the frame but left its name in the frame registry and `_G`, so the minimap icon was not fully torn down. It now removes the registry/global reference as well, so the available icon is cleared immediately on accept for both the map and minimap.
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- **[Map - Available '!' Lingered On Minimap For Accepted Quests]** (#9) When a quest was accepted, its available `!` icon could remain on the minimap until a `/reload`. `QuestieMap:UnloadQuestFramesByDataType` unloaded the frame but left its name in the frame registry and `_G`, so the minimap icon was not fully torn down. It now removes the registry/global reference as well, so the available icon is cleared immediately on accept for both the map and minimap.
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+1
-7
@@ -734,15 +734,9 @@ end
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function QuestieCompat:QUEST_QUERY_COMPLETE(event)
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function QuestieCompat:QUEST_QUERY_COMPLETE(event)
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GetQuestsCompleted(Questie.db.char.complete)
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GetQuestsCompleted(Questie.db.char.complete)
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local currentQuestlog = QuestiePlayer and QuestiePlayer.currentQuestlog
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local questId = next(Questie.db.char.complete)
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local questId = next(Questie.db.char.complete)
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while questId do
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while questId do
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-- Repeatable quests are never "complete" for availability purposes.
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if QuestieDB.IsRepeatable(questId) then
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-- Also: a quest currently in the player's log is active, not turned in — the server's
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-- completed list can still report a quest re-accepted after an Ascension prestige, and
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-- that stale flag suppresses the turn-in '?' finisher and mislabels it "(Complete)".
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-- Keep char.complete and the live quest log mutually exclusive.
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if QuestieDB.IsRepeatable(questId) or (currentQuestlog and currentQuestlog[questId]) then
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Questie.db.char.complete[questId] = nil
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Questie.db.char.complete[questId] = nil
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end
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end
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questId = next(Questie.db.char.complete, questId)
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questId = next(Questie.db.char.complete, questId)
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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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-- shows again (covers re-doing the quest after abandon or an Ascension prestige).
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QuestieQuest:ClearLootedSpawns(questId)
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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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-- 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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-- 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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-- 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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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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local finisher, key
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if quest.Finisher ~= nil then
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if quest.Finisher ~= nil then
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+34
-11
@@ -3417,6 +3417,23 @@ function QuestieLearner:OnTargetChanged()
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_Learner.guidNpcCache = _Learner.guidNpcCache or {}
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_Learner.guidNpcCache = _Learner.guidNpcCache or {}
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_Learner.guidNpcCache[guid] = { npcId = entityId, name = name, ts = time() }
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_Learner.guidNpcCache[guid] = { npcId = entityId, name = name, ts = time() }
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-- Learn this NPC's spawn if it is a quest giver/turn-in NPC (mirrors OnMouseoverUnit).
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-- Targeting a turn-in NPC should record its location so the finisher '?' can draw, even
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-- when UPDATE_MOUSEOVER_UNIT didn't fire for it (e.g. it was click- or tab-targeted).
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local npcFlags = UnitNPCFlags and UnitNPCFlags("target") or 0
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local isQuestGiver = NpcFlagsHasQuestGiver(npcFlags)
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if not isQuestGiver then
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local rawNpc = QuestieDB and QuestieDB.npcData and QuestieDB.npcData[entityId]
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if rawNpc and (rawNpc[10] or rawNpc[11]) then -- known quest starter (10) or ender (11)
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isQuestGiver = true
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end
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end
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if isQuestGiver then
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local subName = UnitCreatureFamily and UnitCreatureFamily("target") or nil
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-- nil coords -> LearnNPC falls back to the player's position (we're at the NPC).
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self:LearnNPC(entityId, name, level, subName, npcFlags, nil, nil, nil, nil)
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end
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end
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end
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-- Collects all available quest data from the quest detail/offer screen (before accepting)
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-- Collects all available quest data from the quest detail/offer screen (before accepting)
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@@ -3479,19 +3496,22 @@ function QuestieLearner:OnQuestComplete()
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end
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end
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self:LearnQuest(questId, data)
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self:LearnQuest(questId, data)
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-- Identify the quest turn-in NPC or object
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-- Identify the quest turn-in NPC or object. Prefer the "npc" gossip unit, but fall back
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local npcGuid = UnitGUID("npc")
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-- to "target" since the player is targeting the turn-in NPC and the gossip unit isn't
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-- always populated on this client.
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local unit = (UnitGUID("npc") and "npc") or (UnitGUID("target") and "target") or nil
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local npcGuid = unit and UnitGUID(unit)
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if npcGuid then
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if npcGuid then
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local entityId, unitType = self:ResolveNpcIdFromGuidAndName(npcGuid, UnitName("npc"))
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local entityId, unitType = self:ResolveNpcIdFromGuidAndName(npcGuid, UnitName(unit))
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TraceLearnerEntity("quest_complete", npcGuid, unitType, entityId, UnitName("npc"))
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TraceLearnerEntity("quest_complete", npcGuid, unitType, entityId, UnitName(unit))
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if entityId and entityId > 0 then
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if entityId and entityId > 0 then
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local entityName = UnitName("npc")
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local entityName = UnitName(unit)
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if unitType == "GameObject" then
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if unitType == "GameObject" then
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self:LearnQuestGiver(questId, entityId, 2, false)
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self:LearnQuestGiver(questId, entityId, 2, false)
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self:LearnObject(entityId, entityName, nil, nil, zoneId, true)
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self:LearnObject(entityId, entityName, nil, nil, zoneId, true)
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elseif unitType == "Creature" or unitType == "Vehicle" then
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elseif unitType == "Creature" or unitType == "Vehicle" then
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self:LearnQuestGiver(questId, entityId, 1, false)
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self:LearnQuestGiver(questId, entityId, 1, false)
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local npcFlags = UnitNPCFlags and UnitNPCFlags("npc") or 2
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local npcFlags = UnitNPCFlags and UnitNPCFlags(unit) or 2
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self:LearnNPC(entityId, entityName, nil, nil, npcFlags, nil, nil, nil, zoneId)
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self:LearnNPC(entityId, entityName, nil, nil, npcFlags, nil, nil, nil, zoneId)
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end
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end
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end
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end
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@@ -3800,18 +3820,21 @@ function QuestieLearner:OnQuestTurnedIn(questId, xpReward, moneyReward)
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if not questId or questId <= 0 then return end
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if not questId or questId <= 0 then return end
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local data = {}
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local data = {}
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-- Capture turn-in NPC/object while the gossip unit is still set
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-- Capture the turn-in NPC/object. The "npc" gossip unit can already be cleared by the
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local npcGuid = UnitGUID("npc")
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-- time QUEST_TURNED_IN fires, so fall back to "target" (the player almost always still
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-- has the turn-in NPC targeted). This is what records the finisher's spawn location.
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local unit = (UnitGUID("npc") and "npc") or (UnitGUID("target") and "target") or nil
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local npcGuid = unit and UnitGUID(unit)
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if npcGuid then
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if npcGuid then
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local entityId, unitType = self:ResolveNpcIdFromGuidAndName(npcGuid, UnitName("npc"))
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local entityId, unitType = self:ResolveNpcIdFromGuidAndName(npcGuid, UnitName(unit))
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if entityId and entityId > 0 then
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if entityId and entityId > 0 then
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local entityName = UnitName("npc")
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local entityName = UnitName(unit)
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if unitType == "GameObject" then
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if unitType == "GameObject" then
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self:LearnQuestGiver(questId, entityId, 2, false)
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self:LearnQuestGiver(questId, entityId, 2, false)
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self:LearnObject(entityId, entityName, nil, nil, GetZoneId(), true)
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self:LearnObject(entityId, entityName, nil, nil, GetZoneId(), true)
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elseif unitType == "Creature" or unitType == "Vehicle" then
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elseif unitType == "Creature" or unitType == "Vehicle" then
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self:LearnQuestGiver(questId, entityId, 1, false)
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self:LearnQuestGiver(questId, entityId, 1, false)
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local npcFlags = UnitNPCFlags and UnitNPCFlags("npc") or 2
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local npcFlags = UnitNPCFlags and UnitNPCFlags(unit) or 2
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self:LearnNPC(entityId, entityName, nil, nil, npcFlags, nil, nil, nil, GetZoneId())
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self:LearnNPC(entityId, entityName, nil, nil, npcFlags, nil, nil, nil, GetZoneId())
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end
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end
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end
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end
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