Files
Narcasung 30fe4b83a9 fix(tracker): name and group quests built from partial records
Quests assembled from a Learner entry or a questDataOverrides entry that
never captured every field reach the tracker with nil fields, since GetQuest
copies rawdata key by key. Two of those show: a nil name printed as the
quest id, and a nil zoneOrSort that sent _GetZoneName down its very first
line, `if not zoneOrSort then return "Unknown Zone" end`, before it could
consult the quest log header the earlier fix added. Those objects are cached
for the session, so neither repaired itself.

GetQuest now fills a missing name from the quest log and defaults zoneOrSort
to 0, the value every caller already reads as "no zone on file" -- and which
some of them require, `quest.zoneOrSort > 0` erroring outright on nil.
_GetZoneName treats nil the same way rather than short-circuiting, which
also stops a nil quest from labelling its group Unknown Zone under the sort
modes that do not group by zone at all.

The tracker asks the quest log for a title before printing an id, so quests
already cached without a name come out right too, and the live-fallback
builder stops discarding the override data it just looked up.
2026-08-17 15:57:17 +02:00

1882 lines
74 KiB
Lua

---@class TrackerUtils
local TrackerUtils = QuestieLoader:ImportModule("TrackerUtils")
-------------------------
--Import QuestieTracker modules.
-------------------------
---@type QuestieTracker
local QuestieTracker = QuestieLoader:ImportModule("QuestieTracker")
---@type TrackerLinePool
local TrackerLinePool = QuestieLoader:ImportModule("TrackerLinePool")
---@type TrackerFadeTicker
local TrackerFadeTicker = QuestieLoader:ImportModule("TrackerFadeTicker")
---@type QuestieCombatQueue
local QuestieCombatQueue = QuestieLoader:ImportModule("QuestieCombatQueue")
-------------------------
--Import Questie modules.
-------------------------
---@type QuestiePlayer
local QuestiePlayer = QuestieLoader:ImportModule("QuestiePlayer")
---@type QuestieDB
local QuestieDB = QuestieLoader:ImportModule("QuestieDB")
---@type QuestieMap
local QuestieMap = QuestieLoader:ImportModule("QuestieMap")
---@type QuestieCoords
local QuestieCoords = QuestieLoader:ImportModule("QuestieCoords")
---@type ZoneDB
local ZoneDB = QuestieLoader:ImportModule("ZoneDB")
---@type QuestieArrow
local QuestieArrow = QuestieLoader:ImportModule("QuestieArrow")
---@type l10n
local l10n = QuestieLoader:ImportModule("l10n")
--- COMPATIBILITY ---
local C_Timer = QuestieCompat.C_Timer
local C_Map = QuestieCompat.C_Map
local GetQuestLogTitle = QuestieCompat.GetQuestLogTitle
local GetQuestLogIndexByID = QuestieCompat.GetQuestLogIndexByID
local WorldMapFrame = QuestieCompat.WorldMapFrame
local tinsert = table.insert
local objectiveFlashTicker
local zoneCache = {}
local questProximityTimer
local questZoneProximityTimer
local bindTruthTable = {
['left'] = function(button)
return "LeftButton" == button
end,
['right'] = function(button)
return "RightButton" == button
end,
['shiftleft'] = function(button)
return "LeftButton" == button and IsShiftKeyDown()
end,
['shiftright'] = function(button)
return "RightButton" == button and IsShiftKeyDown()
end,
['ctrlleft'] = function(button)
return "LeftButton" == button and IsControlKeyDown()
end,
['ctrlright'] = function(button)
return "RightButton" == button and IsControlKeyDown()
end,
['altleft'] = function(button)
return "LeftButton" == button and IsAltKeyDown()
end,
['altright'] = function(button)
return "RightButton" == button and IsAltKeyDown()
end,
['disabled'] = function() return false end,
}
local _QuestLogScrollBar = QuestLogScrollFrameScrollBar or QuestLogListScrollFrame.ScrollBar or
QuestLogListScrollFrameScrollBar
---@param quest table The table provided by QuestieDB.GetQuest(questId)
function TrackerUtils:ShowQuestLog(quest)
local questFrame = QuestLogExFrame or ClassicQuestLog or QuestLogFrame
local questLogIndex = (GetQuestLogIndexByID and GetQuestLogIndexByID(quest.Id)) or 0
if not questLogIndex or questLogIndex <= 0 then
-- Quest is not in the Quest Log (completed/auto-completed and then disappeared)
return
end
SelectQuestLogEntry(questLogIndex)
-- Scroll to the quest in the quest log (only if scrolling is available)
if _QuestLogScrollBar and _QuestLogScrollBar.GetValueStep then
local scrollSteps = _QuestLogScrollBar:GetValueStep() or 0
if scrollSteps > 0 then
_QuestLogScrollBar:SetValue(questLogIndex * scrollSteps - scrollSteps * 3)
end
end
if not questFrame:IsShown() then
if not InCombatLockdown() then
ShowUIPanel(questFrame)
if (QuestLogEx) then
QuestLogEx:Maximize()
end
else
Questie:Print(l10n("Can't open Quest Log while in combat. Open it manually."))
end
end
QuestLog_UpdateQuestDetails()
QuestLog_Update()
end
---@param title string The name of the WayPoint
---@param zone number The zone ID number
---@param x number X coordinate
---@param y number Y coordinate
function TrackerUtils:SetTomTomTarget(title, zone, x, y)
if QuestieArrow and QuestieArrow.SetTarget and title and zone and x and y then
QuestieArrow:SetTarget(title, zone, x, y)
end
if TomTom and TomTom.AddWaypoint then
if Questie.db.char._tom_waypoint and TomTom.RemoveWaypoint then -- remove old waypoint
TomTom:RemoveWaypoint(Questie.db.char._tom_waypoint)
end
local uiMapId = ZoneDB:GetUiMapIdByAreaId(zone)
if QuestieCompat.Is335 then
Questie.db.char._tom_waypoint = QuestieCompat.TomTom_AddWaypoint(title, uiMapId, x, y)
else
Questie.db.char._tom_waypoint = TomTom:AddWaypoint(uiMapId, x / 100, y / 100, { title = title, crazy = true })
end
end
end
---@param objective table The table provided by QuestieDB.GetQuest(questId).Objectives[objective]
function TrackerUtils:ShowObjectiveOnMap(objective)
local spawn, zone = QuestieMap:GetNearestSpawn(objective)
if spawn then
WorldMapFrame:Show()
local uiMapId = ZoneDB:GetUiMapIdByAreaId(zone)
WorldMapFrame:SetMapID(uiMapId)
TrackerUtils:FlashObjective(objective)
end
end
---@param quest table The table provided by QuestieDB.GetQuest(questId)
function TrackerUtils:ShowFinisherOnMap(quest)
local spawn, zone = QuestieMap:GetNearestQuestSpawn(quest)
if spawn then
WorldMapFrame:Show()
local uiMapId = ZoneDB:GetUiMapIdByAreaId(zone)
WorldMapFrame:SetMapID(uiMapId)
TrackerUtils:FlashFinisher(quest)
end
end
---@param objective table The table provided by QuestieDB.GetQuest(questId).Objectives[objective]
function TrackerUtils:FlashObjective(objective)
if next(objective.AlreadySpawned) then
local toFlash = {}
-- ugly code
for _, framelist in pairs(QuestieMap.questIdFrames) do
for _, frameName in pairs(framelist) do
local icon = _G[frameName]
if not icon.miniMapIcon then
-- todo: move into frame.session
if icon:IsShown() then
icon._hidden_by_flash = true
icon:Hide()
if icon.data.lineFrames then
for _, line in pairs(icon.data.lineFrames) do
if line:IsShown() then
line._hidden_by_flash = true
line:Hide()
end
end
end
end
end
end
end
for _, spawn in pairs(objective.AlreadySpawned) do
if spawn.mapRefs then
for _, frame in pairs(spawn.mapRefs) do
tinsert(toFlash, frame)
if frame._hidden_by_flash then
frame:Show()
end
-- todo: move into frame.session
frame._hidden_by_flash = nil
frame._size = frame:GetWidth()
end
end
end
local flashW = 1
local flashB = true
local flashDone = 0
objectiveFlashTicker = C_Timer.NewTicker(0.1, function()
for _, frame in pairs(toFlash) do
frame:SetWidth(frame._size + flashW)
frame:SetHeight(frame._size + flashW)
end
if flashB then
if flashW < 10 then
flashW = flashW + (16 - flashW) / 2 + 0.06
if flashW >= 9.5 then
flashB = false
end
end
else
if flashW > 0 then
flashW = flashW - 2
--flashW = (flashW + (-flashW) / 3) - 0.06
if flashW < 1 then
--flashW = 0
flashB = true
-- ugly code
if flashDone > 0 then
C_Timer.After(0.1, function()
objectiveFlashTicker:Cancel()
for _, frame in pairs(toFlash) do
frame:SetWidth(frame._size)
frame:SetHeight(frame._size)
frame._size = nil
end
end)
C_Timer.After(0.5, function()
for _, framelist in pairs(QuestieMap.questIdFrames) do
for _, frameName in pairs(framelist) do
local icon = _G[frameName]
if icon._hidden_by_flash then
icon._hidden_by_flash = nil
icon:Show()
if icon.data.lineFrames then
for _, line in pairs(icon.data.lineFrames) do
if line._hidden_by_flash then
line._hidden_by_flash = nil
line:Show()
end
end
end
end
end
end
end)
end
flashDone = flashDone + 1
end
end
end
end)
end
end
---@param quest table The table provided by QuestieDB.GetQuest(questId)
function TrackerUtils:FlashFinisher(quest)
local toFlash = {}
-- ugly code
for questId, framelist in pairs(QuestieMap.questIdFrames) do
if questId ~= quest.Id then
for _, frameName in pairs(framelist) do
local icon = _G[frameName]
if not icon.miniMapIcon then
-- todo: move into frame.session
if icon:IsShown() then
icon._hidden_by_flash = true
icon:Hide()
if icon.data.lineFrames then
for _, line in pairs(icon.data.lineFrames) do
if line:IsShown() then
line._hidden_by_flash = true
line:Hide()
end
end
end
end
end
end
else
for _, frameName in pairs(framelist) do
local icon = _G[frameName]
if not icon.miniMapIcon then
icon._size = icon:GetWidth()
tinsert(toFlash, icon)
end
end
end
end
local flashW = 1
local flashB = true
local flashDone = 0
objectiveFlashTicker = C_Timer.NewTicker(0.1, function()
for _, frame in pairs(toFlash) do
frame:SetWidth(frame._size + flashW)
frame:SetHeight(frame._size + flashW)
end
if flashB then
if flashW < 10 then
flashW = flashW + (16 - flashW) / 2 + 0.06
if flashW >= 9.5 then
flashB = false
end
end
else
if flashW > 0 then
flashW = flashW - 2
--flashW = (flashW + (-flashW) / 3) - 0.06
if flashW < 1 then
--flashW = 0
flashB = true
-- ugly code
if flashDone > 0 then
C_Timer.After(0.1, function()
objectiveFlashTicker:Cancel()
for _, frame in pairs(toFlash) do
frame:SetWidth(frame._size)
frame:SetHeight(frame._size)
frame._size = nil
end
end)
C_Timer.After(0.5, function()
for _, framelist in pairs(QuestieMap.questIdFrames) do
for _, frameName in pairs(framelist) do
local icon = _G[frameName]
if icon._hidden_by_flash then
icon._hidden_by_flash = nil
icon:Show()
if icon.data.lineFrames then
for _, line in pairs(icon.data.lineFrames) do
if line._hidden_by_flash then
line._hidden_by_flash = nil
line:Show()
end
end
end
end
end
end
end)
end
flashDone = flashDone + 1
end
end
end
end)
end
---@param bind string
---@param button string
---@return string bind The input keybind string
---@return string button The input button string
---@return string bindTruthTable.bind Returns matched bind string
---@return function|boolean bindTruthTable.bind.button Returns button function or false if there is no keybind set
function TrackerUtils:IsBindTrue(bind, button)
return bind and button and bindTruthTable[bind] and bindTruthTable[bind](button)
end
---@param itemId number
---@return boolean
function TrackerUtils:IsQuestItemUsable(itemId)
if itemId and (GetItemSpell(itemId) or IsEquippableItem(itemId)) then
return true
end
return false
end
---@param quest table Quest Table
---@return string|nil completionText Quest Completion text string or nil
function TrackerUtils:GetCompletionText(quest)
local completionText
if GetQuestLogCompletionText then
local questIndex = GetQuestLogIndexByID(quest.Id)
completionText = GetQuestLogCompletionText(questIndex)
end
if completionText then
return completionText
elseif quest.Description and quest.Description[1] then
return quest.Description[1]:gsub("%.", "")
else
-- Fallback/custom quests (e.g. server quests not in QuestieDB) have no
-- top-level Description array. Without this, indexing quest.Description[1]
-- throws and aborts the whole tracker render for that quest via the
-- caller's pcall, freezing its line on the last successful render.
return nil
end
end
---@param zoneId number Zone ID number
---@return string @Zone Name (Localized) or "Unknown Zone"
local function GetZoneNameByIDFallback(zoneId)
if zoneCache[zoneId] then
return zoneCache[zoneId]
end
if zoneId <= 0 or type(zoneId) ~= "number" then
return "Unknown Zone"
end
for _, zone in pairs(l10n.zoneLookup) do
if zone[zoneId] then
zoneCache[zoneId] = zone[zoneId]
return zoneCache[zoneId]
end
end
-- Ascension can use custom UiMapIds for zones/sub-zones (e.g. 1238 Northshire Valley).
-- Those won't exist in l10n.zoneLookup (which is AreaId-based), so fallback to UiMapData / mapInfo.
local uiMapData = QuestieCompat and QuestieCompat.UiMapData and QuestieCompat.UiMapData[zoneId]
if uiMapData and uiMapData.name then
zoneCache[zoneId] = uiMapData.name
return zoneCache[zoneId]
end
if C_Map and C_Map.GetMapInfo then
local mapInfo = C_Map.GetMapInfo(zoneId)
if mapInfo and mapInfo.name then
zoneCache[zoneId] = mapInfo.name
return zoneCache[zoneId]
end
end
Questie:Debug(Questie.DEBUG_CRITICAL, "[GetZoneNameByIDFallback]: Unable to find a zone name for zoneId", zoneId)
return "Unknown Zone"
end
---@param zoneId number Zone ID number
---@return string @Zone Name (Localized)
function TrackerUtils:GetZoneNameByID(zoneId)
if zoneCache[zoneId] then
return zoneCache[zoneId]
end
if C_Map and C_Map.GetAreaInfo(zoneId) then
zoneCache[zoneId] = C_Map.GetAreaInfo(zoneId)
else
zoneCache[zoneId] = GetZoneNameByIDFallback(zoneId)
end
return zoneCache[zoneId]
end
---@param catId number Catagory ID number
---@return string CatagoryName Catagory Name (Localized) or "Unknown Category"
function TrackerUtils:GetCategoryNameByID(catId)
if zoneCache[catId] then
return zoneCache[catId]
end
if type(catId) == "number" and catId < 0 and type(l10n.questCategoryLookup[catId]) == "string" then
zoneCache[catId] = l10n.questCategoryLookup[catId]
return zoneCache[catId]
end
return "Unknown Category"
end
function TrackerUtils:UnFocus()
-- reset HideIcons to match savedvariable state
if (not Questie.db.char.TrackerFocus) then
return
end
for questId in pairs(QuestiePlayer.currentQuestlog) do
local quest = QuestieDB.GetQuest(questId)
if quest then
quest.FadeIcons = nil
if next(quest.Objectives) then
if Questie.db.char.TrackerHiddenQuests[quest.Id] then
quest.HideIcons = true
quest.FadeIcons = nil
else
quest.HideIcons = nil
quest.FadeIcons = nil
end
for _, objective in pairs(quest.Objectives) do
if Questie.db.char.TrackerHiddenObjectives[tostring(questId) .. " " .. tostring(objective.Index)] then
objective.HideIcons = true
objective.FadeIcons = nil
else
objective.HideIcons = nil
objective.FadeIcons = nil
end
end
for _, objective in pairs(quest.SpecialObjectives) do
if Questie.db.char.TrackerHiddenObjectives[tostring(questId) .. " " .. tostring(objective.Index)] then
objective.HideIcons = true
objective.FadeIcons = nil
else
objective.HideIcons = nil
objective.FadeIcons = nil
end
end
end
end
end
Questie.db.char.TrackerFocus = nil
end
---@param questId number Quest ID number
---@param objectiveIndex number Objective Index number
function TrackerUtils:FocusObjective(questId, objectiveIndex)
if Questie.db.char.TrackerFocus and (type(Questie.db.char.TrackerFocus) ~= "string" or Questie.db.char.TrackerFocus ~= tostring(questId) .. " " .. tostring(objectiveIndex)) then
TrackerUtils:UnFocus()
end
Questie.db.char.TrackerFocus = tostring(questId) .. " " .. tostring(objectiveIndex)
for questLogQuestId in pairs(QuestiePlayer.currentQuestlog) do
local quest = QuestieDB.GetQuest(questLogQuestId)
if quest and next(quest.Objectives) then
if questLogQuestId == questId then
quest.HideIcons = nil
quest.FadeIcons = nil
for _, objective in pairs(quest.Objectives) do
if objective.Index == objectiveIndex then
objective.HideIcons = nil
objective.FadeIcons = nil
else
objective.FadeIcons = true
end
end
for _, objective in pairs(quest.SpecialObjectives) do
if objective.Index == objectiveIndex then
objective.HideIcons = nil
objective.FadeIcons = nil
else
objective.FadeIcons = true
end
end
else
quest.FadeIcons = true
end
end
end
end
---@param questId number Quest ID number
function TrackerUtils:FocusQuest(questId)
if Questie.db.char.TrackerFocus and (type(Questie.db.char.TrackerFocus) ~= "number" or Questie.db.char.TrackerFocus ~= questId) then
TrackerUtils:UnFocus()
end
Questie.db.char.TrackerFocus = questId
for questLogQuestId in pairs(QuestiePlayer.currentQuestlog) do
local quest = QuestieDB.GetQuest(questLogQuestId)
if quest then
if questLogQuestId == questId then
quest.HideIcons = nil
quest.FadeIcons = nil
else
quest.FadeIcons = true
end
end
end
end
---@return table|nil position Returns Players current X/Y coordinates or nil if a Players postion can't be determined
local function _GetWorldPlayerPosition()
-- Turns coords into 'world' coords so it can be compared with any coords in another zone
local mapPosition, mapID = QuestieCoords.GetPlayerMapPosition()
if (not mapPosition) or (not mapPosition.x) then
return nil
end
local worldPosition = select(2, C_Map.GetWorldPosFromMapPos(mapID, mapPosition))
local position = {
x = worldPosition.x,
y = worldPosition.y
}
return position
end
---@param x1 number Current Position X
---@param y1 number Current Position Y
---@param x2 number Previous Position X
---@param y2 number Previous Position Y
---@return number Distance @Distance between Current and Previous X/Y coordinates
local function _GetDistance(x1, y1, x2, y2)
return math.sqrt((x2 - x1) ^ 2 + (y2 - y1) ^ 2)
end
---@param questId number Quest ID number
---@return number|nil closestDistance Returns X/Y coordinates to closest Objective or nil if nothing is found
local function _GetDistanceToClosestObjective(questId)
-- main function for proximity sorting
local player = _GetWorldPlayerPosition()
if (not player) then
return nil
end
local coordinates = {}
local quest = QuestieDB.GetQuest(questId)
if (not quest) then
return nil
end
local spawn, zone, name = QuestieMap:GetNearestQuestSpawn(quest)
if (not spawn) or (not zone) or (not name) then
return nil
end
local uiMapId = ZoneDB:GetUiMapIdByAreaId(zone)
if not uiMapId then
return nil
end
local _, worldPosition = C_Map.GetWorldPosFromMapPos(uiMapId, {
x = spawn[1] / 100,
y = spawn[2] / 100
})
tinsert(coordinates, {
x = worldPosition.x,
y = worldPosition.y
})
if (not coordinates) then
return nil
end
local closestDistance
for _, _ in pairs(coordinates) do
local distance = _GetDistance(player.x, player.y, worldPosition.x, worldPosition.y)
if (not closestDistance) or (distance < closestDistance) then
closestDistance = distance
end
end
return closestDistance
end
---@param uiMapId number Continent ID number
---@return string Continent Returns Continent Name or "UNKNOW"
local function _GetContinent(uiMapId)
if (not uiMapId) then
return
end
local useUiMapId = uiMapId
local mapInfo = C_Map.GetMapInfo(useUiMapId)
while mapInfo and mapInfo.mapType ~= 2 and mapInfo.parentMapID ~= useUiMapId do
useUiMapId = mapInfo.parentMapID
mapInfo = C_Map.GetMapInfo(useUiMapId)
end
if mapInfo ~= nil then
return mapInfo.name
else
return "UNKNOWN"
end
end
---@return table sortedQuestIds Table with sorted Quest ID's by Sort Type
---@return table questDetails Table with raw quest table from QuestiePlayer.currentQuestLog, percentage completed value per quest, and a "translated" zoneName
-- Private cache of fallback quest objects for quests not in QuestieDB.
-- Intentionally NOT stored in QuestiePlayer.currentQuestlog so arrow/map/other modules
-- don't try to call DB-only methods on them.
TrackerUtils._fallbackQuests = TrackerUtils._fallbackQuests or {}
-- Reverse-lookup: given a localized zone name string, find the area ID from l10n.zoneLookup.
local function GetAreaIdByZoneName(zoneName)
return l10n:GetAreaIdByLocalName(zoneName)
end
-- questId -> the header the client filed it under in the quest log. In 3.3.5 those headers are
-- isHeader=true entries sitting above the quests they cover. Built in one pass and kept, because
-- the tracker asks per quest and redraws often -- walking the log once per quest is quadratic.
local questLogHeaders = {}
-- Every questId the log currently holds, headers aside. The tracker draws from currentQuestlog,
-- and this is what says whether the player still has a given quest.
local questLogQuestIds = {}
-- questId -> its row in the quest log, so re-reading a quest's leaderboard costs a lookup
-- instead of another walk. Verified before use, since the log renumbers on every change.
local questLogIndexes = {}
local function BuildQuestLogHeaders()
local headers = {}
local questIds = {}
local indexes = {}
local header
for i = 1, (GetNumQuestLogEntries and GetNumQuestLogEntries() or 0) do
local title, _, _, isHeader, _, _, _, logId = GetQuestLogTitle(i)
if isHeader then
if title and title ~= "" then
header = title
end
elseif logId then
questIds[logId] = true
indexes[logId] = i
if header then
headers[logId] = header
end
end
end
questLogHeaders = headers
questLogQuestIds = questIds
questLogIndexes = indexes
end
-- Returns the quest's current row in the quest log, or nil if the player no longer has it.
local function GetQuestLogIndexForQuest(questId)
local index = questLogIndexes[questId]
if index then
local _, _, _, isHeader, _, _, _, logId = GetQuestLogTitle(index)
if (not isHeader) and logId == questId then
return index
end
end
for i = 1, (GetNumQuestLogEntries and GetNumQuestLogEntries() or 0) do
local _, _, _, isHeader, _, _, _, logId = GetQuestLogTitle(i)
if (not isHeader) and logId == questId then
questLogIndexes[questId] = i
return i
end
end
return nil
end
-- 3.3.5 hands over a leaderboard line as one string -- "Icefang slain: 3/8" -- while the tracker
-- prints the description and the counts separately, so they have to come back apart here.
-- Objectives with nothing to count arrive as bare text and stand in as a single 0/1 step.
local function ParseLeaderBoardText(text, finished)
-- Greedy on purpose: a description of its own may hold a colon, and the counter is the last one.
local description, collected, needed = string.match(text, "^(.*):%s*(%d+)%s*/%s*(%d+)%s*$")
if not description then
-- Servers writing their own objective strings do not always keep the colon.
description, collected, needed = string.match(text, "^(.-)%s*(%d+)%s*/%s*(%d+)%s*$")
end
if (not description) or description == "" then
return text, (finished and 1 or 0), 1
end
collected = tonumber(collected) or 0
needed = tonumber(needed) or 1
if needed <= 0 then
needed = 1
end
return description, collected, needed
end
-- Fills `objectives` from the quest's leaderboard, in place: the tracker hands these very tables
-- to the lines it draws, so a redraw has to update them rather than swap in new ones.
local function ReadFallbackObjectives(questLogIndex, questId, objectives)
local numObjectives = (GetNumQuestLeaderBoards and GetNumQuestLeaderBoards(questLogIndex)) or 0
for j = 1, numObjectives do
local text, objectiveType, finished = GetQuestLogLeaderBoard(j, questLogIndex)
if text then
local description, collected, needed = ParseLeaderBoardText(text, finished)
local objective = objectives[j]
if not objective then
objective = {}
objectives[j] = objective
end
objective.questId = questId
objective.Index = j
objective.Description = description
objective.text = text
objective.Collected = collected
objective.Needed = needed
objective.Completed = (finished or collected >= needed) and true or false
objective.baseType = objectiveType
-- Nothing here came from the DB, so map/tooltip code has to leave it alone.
objective.Type = "fallback"
end
end
for j = #objectives, numObjectives + 1, -1 do
objectives[j] = nil
end
return objectives
end
-- Returns the header title string, or nil if the quest is not in the log under one.
local function GetQuestLogZoneName(questId)
if not questLogQuestIds[questId] then
-- Asked about a quest the last pass did not see, so the log has moved on since.
BuildQuestLogHeaders()
end
return questLogHeaders[questId]
end
local function _GetZoneName(zoneOrSort, questId, zoneNameOverride)
if zoneNameOverride and zoneNameOverride ~= "" then
return zoneNameOverride
end
-- A quest assembled from a partial record -- a Learner entry that never captured the field,
-- an override carrying a single key -- reaches here with no zoneOrSort at all. That is the
-- same "nothing to look up" case as 0, and the quest log below still knows where the client
-- files the quest, so it must not short-circuit to Unknown Zone ahead of that.
zoneOrSort = zoneOrSort or 0
local zoneName
local sortObj = Questie.db.profile.trackerSortObjectives
if sortObj == "byZone" or sortObj == "byZoneComplete" or sortObj == "byZoneCompleteReversed" or sortObj == "byZonePlayerProximity" or sortObj == "byZonePlayerProximityReversed" then
-- A server can file quests under categories of its own -- Ascension's "Ascension Main
-- Quest" -- and those exist nowhere in the zone tables, so the quest data points at a zone
-- instead: for anything the Learner recorded, whichever zone it was picked up in. A header
-- that does not resolve to an area is one of those categories, and the client's own
-- grouping is the only thing that knows about it.
local logHeader = GetQuestLogZoneName(questId)
if logHeader and logHeader ~= "" then
local headerAreaId = GetAreaIdByZoneName(logHeader)
if (not headerAreaId) or headerAreaId == 0 then
return logHeader
end
end
if (zoneOrSort) > 0 then
zoneName = TrackerUtils:GetZoneNameByID(zoneOrSort)
if not zoneName or zoneName == "Unknown Zone" then
local logZone = GetQuestLogZoneName(questId)
if logZone then
zoneName = logZone
end
end
elseif (zoneOrSort) < 0 then
zoneName = TrackerUtils:GetCategoryNameByID(zoneOrSort)
else
-- zoneOrSort == 0: try quest log header as last resort before "Unknown Zone"
local logZone = GetQuestLogZoneName(questId)
if logZone then
zoneName = logZone
else
zoneName = "Unknown Zone"
Questie:Debug(Questie.DEBUG_CRITICAL, "[TrackerUtils:_GetZoneName] zoneOrSort", zoneOrSort, "of quest",
questId, "is not in the Database!")
end
end
else
if sortObj == "byComplete" then
zoneName = "Quests (By %% Complete)"
elseif sortObj == "byCompleteReversed" then
zoneName = "Quests (By %% Complete Reversed)"
elseif sortObj == "byLevel" then
zoneName = "Quests (By Level)"
elseif sortObj == "byLevelReversed" then
zoneName = "Quests (By Level Reversed)"
elseif sortObj == "byProximity" then
zoneName = "Quests (By Proximity)"
elseif sortObj == "byProximityReversed" then
zoneName = "Quests (By Proximity Reversed)"
end
end
return zoneName
end
-- The client's own title for a quest, or nil if the player does not have it. Quest objects can
-- reach the tracker without a usable name -- a questDataOverrides entry that carries no name
-- field, a QuestLogCache row read before the client had filled the title in -- and since those
-- objects are cached for the session, the name never repairs itself. The log always knows.
function TrackerUtils:GetQuestLogTitleById(questId)
local questLogIndex = GetQuestLogIndexForQuest(questId)
if not questLogIndex then return nil end
local title = GetQuestLogTitle(questLogIndex)
if title and title ~= "" then
return title
end
return nil
end
-- IsComplete must be a method (called as quest:IsComplete()), and it reads the state the last
-- refresh stored rather than closing over the state at build time -- these quests outlive many
-- redraws, and a captured value would still claim the quest is unfinished after it is turned in.
local function FallbackQuestIsComplete(self)
if self.logIsComplete == 1 or self.logIsComplete == true then
return 1
end
if QuestiePlayer.currentQuestlog[self.Id] and IsQuestFlaggedCompleted and IsQuestFlaggedCompleted(self.Id) then
return 1
end
return 0
end
-- Re-reads everything the quest log owns: title, level, completion and the objectives. The
-- tracker keeps fallback quests between draws, so without this they stay frozen at whatever
-- the log said when the quest was first seen.
---@return boolean @false if the player no longer has the quest
function TrackerUtils:RefreshFallbackQuest(quest)
if not quest then return false end
local questLogIndex = GetQuestLogIndexForQuest(quest.Id)
if not questLogIndex then return false end
local title, level, _, _, _, isComplete = GetQuestLogTitle(questLogIndex)
if title and title ~= "" then
quest.name = title
end
if level and level > 0 then
quest.level = level
end
quest.logIsComplete = isComplete
quest.isComplete = (isComplete == 1)
ReadFallbackObjectives(questLogIndex, quest.Id, quest.Objectives)
return true
end
-- Returns nil if the quest is not currently in the quest log.
function TrackerUtils:BuildFallbackQuest(questId)
local questLogIndex = GetQuestLogIndexForQuest(questId)
if not questLogIndex then return nil end
-- Walk backwards from the quest in the log to find the zone header.
-- This is the canonical 3.3.5 method: zone headers sit above their quests.
local zoneText = nil
for h = questLogIndex, 1, -1 do
local hTitle, _, _, hIsHeader = GetQuestLogTitle(h)
if hIsHeader and hTitle and hTitle ~= "" then
zoneText = hTitle
break
end
end
local zoneId = (zoneText and GetAreaIdByZoneName(zoneText)) or 0
local zoneNameOverride = nil
if zoneText and (not zoneId or zoneId == 0) then
zoneNameOverride = zoneText
end
local quest = {
Id = questId,
name = "Quest " .. questId,
level = 0,
zoneOrSort = zoneId,
zoneName = zoneText,
zoneNameOverride = zoneNameOverride,
Objectives = {},
SpecialObjectives = {},
isFallback = true,
IsComplete = FallbackQuestIsComplete,
}
-- Same read the tracker does on every later draw, so a quest built here and one refreshed
-- from the cache carry exactly the same fields.
TrackerUtils:RefreshFallbackQuest(quest)
return quest
end
function TrackerUtils:GetSortedQuestIds()
local sortedQuestIds = {}
local questDetails = {}
local sortObj = Questie.db.profile.trackerSortObjectives
-- One walk of the quest log for the whole draw, so the per-quest lookups below are reads.
BuildQuestLogHeaders()
-- currentQuestlog is only as good as the removal events that maintain it, and a quest the
-- server finishes on its own -- Ascension's auto-complete quests -- can leave the log without
-- any of them landing, which strands the quest in the tracker for the rest of the session. The
-- log is the authority on what the player still has, so anything missing from it is skipped.
-- Skipped rather than pruned: a redraw that catches the log mid-refresh would otherwise throw
-- away state Questie is about to want back.
local questLogIsReadable = next(questLogQuestIds) ~= nil
-- Update quest objectives
for questId, quest in pairs(QuestiePlayer.currentQuestlog) do
local qid = tonumber(questId) or questId
-- Defensive: sometimes other code (or saved vars) leaves the questId as the value instead of a quest table.
if type(quest) ~= "table" then
quest = QuestieDB.GetQuest(qid)
if quest then
QuestiePlayer.currentQuestlog[qid] = quest
end
end
-- Fallback for quests not in QuestieDB (e.g. custom server quests).
-- Two cases: QuestLogCache already put a partial object in currentQuestlog
-- (has _isLogFallback=true, isComplete=bool, but NO IsComplete method),
-- or the slot is missing entirely. Both need a working IsComplete method.
if type(quest) ~= "table" or type(quest.IsComplete) ~= "function" then
if type(quest) == "table" and quest._isLogFallback then
-- Patch IsComplete method onto the existing QuestLogCache object so
-- QuestieMap and other modules that read currentQuestlog also get it.
-- Also ensure fields QuestieMap iterates exist to avoid pairs(nil) crashes.
local capturedId = qid
quest.IsComplete = function(self)
for i = 1, GetNumQuestLogEntries() do
local _, _, _, isHeader, _, isCompleteFlag, _, logId = GetQuestLogTitle(i)
if not isHeader and logId == capturedId then
return (isCompleteFlag == 1 or isCompleteFlag == true) and 1 or 0
end
end
return 0
end
if not quest.Objectives then quest.Objectives = {} end
if not quest.SpecialObjectives then quest.SpecialObjectives = {} end
if not quest.ExtraObjectives then quest.ExtraObjectives = {} end
-- Use the quest log header walk (canonical 3.3.5 zone resolution)
-- Also run if zoneName is set but zoneOrSort is still 0 (e.g. GetAreaIdByZoneName
-- returned 0 for a valid zone name like "Sunstrider Isle", leaving zoneOrSort wrong).
if not quest.zoneName or quest.zoneName == "" or quest.zoneOrSort == 0 then
local logZone = GetQuestLogZoneName(capturedId)
if logZone then
quest.zoneName = logZone
local areaId = GetAreaIdByZoneName(logZone)
if areaId and areaId > 0 then
quest.zoneOrSort = areaId
else
quest.zoneOrSort = 0
quest.zoneNameOverride = logZone
end
end
end
QuestiePlayer.currentQuestlog[qid] = quest
else
-- No object at all — build one from the log
local fallback = TrackerUtils._fallbackQuests[qid]
-- Re-build if cached without zone info (e.g. was built before log was ready)
if fallback and not fallback.zoneName then
TrackerUtils._fallbackQuests[qid] = nil
fallback = nil
end
if not fallback then
fallback = TrackerUtils:BuildFallbackQuest(qid)
if fallback then
TrackerUtils._fallbackQuests[qid] = fallback
end
else
-- Cached by an earlier draw, so its objectives and completion state are as
-- old as the cache. Nothing else updates them -- these quests have no DB
-- entry, so QuestieQuest's populate path skips them entirely.
TrackerUtils:RefreshFallbackQuest(fallback)
end
if fallback then
quest = fallback
end
end
end
local isInQuestLog = (not questLogIsReadable) or (questLogQuestIds[qid] == true)
if not isInQuestLog then
-- Left over from a removal nothing told the tracker about, so the object built for it
-- goes too -- otherwise it would still be here to serve the next draw.
TrackerUtils._fallbackQuests[qid] = nil
end
if isInQuestLog and type(quest) == "table" and quest.IsComplete and quest.Objectives then
-- Insert Quest Ids into sortedQuestIds table
tinsert(sortedQuestIds, qid)
-- Create questDetails table keys and insert values
questDetails[qid] = {}
questDetails[qid].quest = quest
questDetails[qid].zoneName = _GetZoneName(quest.zoneOrSort, qid, quest.zoneNameOverride)
if quest:IsComplete() == 1 or (not next(quest.Objectives)) then
questDetails[qid].questCompletePercent = 1
else
local percent = 0
local count = 0
for _, Objective in pairs(quest.Objectives) do
local needed = Objective and Objective.Needed
local collected = Objective and Objective.Collected
if type(needed) == "number" and needed > 0 and type(collected) == "number" then
percent = percent + (collected / needed)
count = count + 1
end
end
if count > 0 then
percent = percent / count
else
percent = 0
end
questDetails[qid].questCompletePercent = percent
end
end
end
-- Quests and objectives sort
if sortObj == "byComplete" or sortObj == "byCompleteReversed" then
table.sort(sortedQuestIds, function(a, b)
local vA, vB = questDetails[a].questCompletePercent, questDetails[b].questCompletePercent
if vA == vB then
local qA = questDetails[a].quest
local qB = questDetails[b].quest
return qA and qB and qA.level < qB.level
end
if sortObj == "byComplete" then
return vB < vA
else
return vB > vA
end
end)
elseif sortObj == "byLevel" or sortObj == "byLevelReversed" then
table.sort(sortedQuestIds, function(a, b)
local qA = questDetails[a].quest
local qB = questDetails[b].quest
if sortObj == "byLevel" then
return qA and qB and qA.level < qB.level
else
return qA and qB and qA.level > qB.level
end
end)
elseif sortObj == "byZone" then
table.sort(sortedQuestIds, function(a, b)
local qA = questDetails[a].quest
local qB = questDetails[b].quest
local qAZone = questDetails[a].zoneName
local qBZone = questDetails[b].zoneName
-- Sort by Zone then by Level to mimic QuestLog sorting
if qAZone == qBZone then
return qA.level < qB.level
else
if qAZone ~= nil and qBZone ~= nil then
return qAZone < qBZone
else
return qAZone and qBZone
end
end
end)
elseif sortObj == "byZoneComplete" or sortObj == "byZoneCompleteReversed" then
table.sort(sortedQuestIds, function(a, b)
local qAZone = questDetails[a].zoneName
local qBZone = questDetails[b].zoneName
-- Sort by Zone first, then by % Complete within each zone
-- (byZoneComplete: completes at top, 0% at bottom; reversed: opposite)
if qAZone == qBZone then
local vA, vB = questDetails[a].questCompletePercent, questDetails[b].questCompletePercent
if vA == vB then
local qA = questDetails[a].quest
local qB = questDetails[b].quest
return qA and qB and qA.level < qB.level
end
if sortObj == "byZoneComplete" then
return vA > vB
else
return vA < vB
end
else
if qAZone ~= nil and qBZone ~= nil then
return qAZone < qBZone
else
return qAZone and qBZone
end
end
end)
elseif sortObj == "byZonePlayerProximity" or sortObj == "byZonePlayerProximityReversed" then
local toSort = {}
local continent = _GetContinent(C_Map.GetBestMapForUnit("player"))
for _, questId in pairs(sortedQuestIds) do
local sortData = {}
sortData.questId = questId
sortData.distance = _GetDistanceToClosestObjective(questId)
sortData.q = questDetails[questId].quest
local _, zone, _ = QuestieMap:GetNearestQuestSpawn(sortData.q)
sortData.zone = zone
sortData.continent = _GetContinent(ZoneDB:GetUiMapIdByAreaId(zone))
toSort[questId] = sortData
end
local sorter = function(a, b)
local qAZone = questDetails[a].zoneName
local qBZone = questDetails[b].zoneName
-- If same Zone as Player then sort by Proximity
if qAZone == qBZone then
a = toSort[a]
b = toSort[b]
if ((continent == a.continent) and (continent == b.continent)) or ((continent ~= a.continent) and (continent ~= b.continent)) then
if a.distance == b.distance then
-- Same distance then sort by Level
return a.q and b.q and a.q.level < b.q.level
end
if not a.distance and b.distance then
return false
elseif a.distance and not b.distance then
return true
end
return a.distance < b.distance
elseif (continent == a.continent) and (continent ~= b.continent) then
return true
elseif (continent ~= a.continent) and (continent == b.continent) then
return false
end
else
-- Sort by Zone
if qAZone ~= nil and qBZone ~= nil then
return qAZone < qBZone
else
return qAZone and qBZone
end
end
end
local sorterReversed = function(a, b)
local qAZone = questDetails[a].zoneName
local qBZone = questDetails[b].zoneName
-- If same Zone as Player then sort by Proximity
if qAZone == qBZone then
a = toSort[a]
b = toSort[b]
if ((continent == a.continent) and (continent == b.continent)) or ((continent ~= a.continent) and (continent ~= b.continent)) then
if a.distance == b.distance then
-- Same distance then sort by Level
return a.q and b.q and a.q.level > b.q.level
end
if not a.distance and b.distance then
return true
elseif a.distance and not b.distance then
return false
end
return a.distance > b.distance
elseif (continent == a.continent) and (continent ~= b.continent) then
return false
elseif (continent ~= a.continent) and (continent == b.continent) then
return true
end
else
-- Sort by Zone
if qAZone ~= nil and qBZone ~= nil then
return qAZone < qBZone
else
return qAZone and qBZone
end
end
end
if sortObj == "byZonePlayerProximity" then
table.sort(sortedQuestIds, sorter)
else
table.sort(sortedQuestIds, sorterReversed)
end
if not questZoneProximityTimer and not IsInInstance() then
-- Check location often and update if you've moved
Questie:Debug(Questie.DEBUG_DEVELOP, "[TrackerUtils:GetSortedQuestIds] - Zone Proximity Timer Started!")
local playerPosition
questZoneProximityTimer = C_Timer.NewTicker(5.0, function()
if IsInInstance() and questZoneProximityTimer then
Questie:Debug(Questie.DEBUG_DEVELOP,
"[TrackerUtils:GetSortedQuestIds] - Zone Proximity Timer Stoped!")
questZoneProximityTimer:Cancel()
questZoneProximityTimer = nil
else
local position = _GetWorldPlayerPosition()
if position then
local distance = playerPosition and
_GetDistance(position.x, position.y, playerPosition.x, playerPosition.y)
if not distance or distance > 0.01 then -- Position has changed
Questie:Debug(Questie.DEBUG_SPAM,
"[TrackerUtils:GetSortedQuestIds] - Zone Proximity Timer Updated!")
playerPosition = position
local orderCopy = {}
for index, val in pairs(sortedQuestIds) do
orderCopy[index] = val
end
if sortObj == "byZonePlayerProximity" then
table.sort(sortedQuestIds, sorter)
else
table.sort(sortedQuestIds, sorterReversed)
end
for index, val in pairs(sortedQuestIds) do
if orderCopy[index] ~= val then -- The order has changed
break
end
end
QuestieCombatQueue:Queue(function()
TrackerUtils.FilterProximityTimer = true
QuestieTracker:Update()
end)
end
end
end
end)
end
elseif sortObj == "byProximity" or sortObj == "byProximityReversed" then
local toSort = {}
local continent = _GetContinent(C_Map.GetBestMapForUnit("player"))
for _, questId in pairs(sortedQuestIds) do
local sortData = {}
sortData.questId = questId
sortData.distance = _GetDistanceToClosestObjective(questId)
sortData.q = questDetails[questId].quest
local _, zone, _ = QuestieMap:GetNearestQuestSpawn(sortData.q)
sortData.zone = zone
sortData.continent = _GetContinent(ZoneDB:GetUiMapIdByAreaId(zone))
toSort[questId] = sortData
end
local sorter = function(a, b)
a = toSort[a]
b = toSort[b]
if ((continent == a.continent) and (continent == b.continent)) or ((continent ~= a.continent) and (continent ~= b.continent)) then
if a.distance == b.distance then
return a.q and b.q and a.q.level < b.q.level
end
if not a.distance and b.distance then
return false
elseif a.distance and not b.distance then
return true
end
return a.distance < b.distance
elseif (continent == a.continent) and (continent ~= b.continent) then
return true
elseif (continent ~= a.continent) and (continent == b.continent) then
return false
end
end
local sorterReversed = function(a, b)
a = toSort[a]
b = toSort[b]
if ((continent == a.continent) and (continent == b.continent)) or ((continent ~= a.continent) and (continent ~= b.continent)) then
if a.distance == b.distance then
return a.q and b.q and a.q.level > b.q.level
end
if not a.distance and b.distance then
return true
elseif a.distance and not b.distance then
return false
end
return a.distance > b.distance
elseif (continent == a.continent) and (continent ~= b.continent) then
return false
elseif (continent ~= a.continent) and (continent == b.continent) then
return true
end
end
if sortObj == "byProximity" then
table.sort(sortedQuestIds, sorter)
else
table.sort(sortedQuestIds, sorterReversed)
end
if not questProximityTimer and not IsInInstance() then
-- Check location often and update if you've moved
Questie:Debug(Questie.DEBUG_DEVELOP, "[TrackerUtils:GetSortedQuestIds] - Proximity Timer Started!")
local playerPosition
questProximityTimer = C_Timer.NewTicker(5.0, function()
if IsInInstance() and questProximityTimer then
Questie:Debug(Questie.DEBUG_DEVELOP, "[TrackerUtils:GetSortedQuestIds] - Proximity Timer Stoped!")
questProximityTimer:Cancel()
questProximityTimer = nil
else
local position = _GetWorldPlayerPosition()
if position then
local distance = playerPosition and
_GetDistance(position.x, position.y, playerPosition.x, playerPosition.y)
if not distance or distance > 0.01 then -- Position has changed
Questie:Debug(Questie.DEBUG_SPAM,
"[TrackerUtils:GetSortedQuestIds] - Proximity Timer Updated!")
playerPosition = position
local orderCopy = {}
for index, val in pairs(sortedQuestIds) do
orderCopy[index] = val
end
if sortObj == "byProximity" then
table.sort(sortedQuestIds, sorter)
else
table.sort(sortedQuestIds, sorterReversed)
end
for index, val in pairs(sortedQuestIds) do
if orderCopy[index] ~= val then -- The order has changed
break
end
end
QuestieCombatQueue:Queue(function()
TrackerUtils.FilterProximityTimer = true
QuestieTracker:Update()
end)
end
end
end
end)
end
end
if (sortObj ~= strmatch(sortObj, "byProximity.*")) and questProximityTimer and questProximityTimer ~= nil then
Questie:Debug(Questie.DEBUG_DEVELOP, "[TrackerUtils:GetSortedQuestIds] - Proximity Timer Stoped!")
questProximityTimer:Cancel()
TrackerUtils.FilterProximityTimer = nil
questProximityTimer = nil
end
if (sortObj ~= strmatch(sortObj, "byZonePlayerProximity.*")) and questZoneProximityTimer and questZoneProximityTimer ~= nil then
Questie:Debug(Questie.DEBUG_DEVELOP, "[TrackerUtils:GetSortedQuestIds] - Zone Proximity Timer Stoped!")
questZoneProximityTimer:Cancel()
TrackerUtils.FilterProximityTimer = nil
questZoneProximityTimer = nil
end
return sortedQuestIds, questDetails
end
-- Ascension's 3.3.5 client backports the retail floating objective marker ("SuperTracker").
-- Supertracking is a slave of the quest log selection: the world map and the Blizzard watch frame
-- both funnel through SelectQuestLogEntry -> SuperTrackerUtil.SetToBestSuperTrackingType. Calling
-- C_SuperTrack.SetSuperTrackedQuestID directly only moves the marker until the next map interaction
-- stomps it, so we click the same POI frames the client itself clicks.
local superTrackedQuestId
local superTrackHooked
local superTrackRefreshing
local superTrackRefreshPending
local superTrackEventFrame
-- Refreshing rebuilds the map's POI frames, which can land back in the very hooks that asked for the
-- refresh, so this is the only way the buttons are ever repainted. Requests are also coalesced:
-- callers like TrackerQuestTimers select a quest log entry and immediately restore the previous one,
-- so reading the selection on the first of those calls would catch a state the client is about to
-- undo. Waiting a tick means the burst has settled.
local function RefreshSuperTrackButtons()
if superTrackRefreshing or superTrackRefreshPending then
return
end
superTrackRefreshPending = true
C_Timer.After(0.05, function()
superTrackRefreshPending = false
superTrackRefreshing = true
TrackerLinePool.UpdateSuperTrackButtons()
superTrackRefreshing = false
end)
end
function TrackerUtils:IsSuperTrackAvailable()
return (C_SuperTrack ~= nil) and ((WorldMapFrame_SelectQuestFrame ~= nil) or (WatchFrameQuestPOI_OnClick ~= nil))
end
-- Most paths that change the supertracked quest end up in SetSuperTrackedQuestID -- our own button,
-- world map pins, the map quest list, the Blizzard tracker, and the automatic re-pick that happens
-- when the map switches zone -- so hooking it stands in for the GetSuperTrackedQuestID getter this
-- client dropped. It goes quiet while the player is a ghost, though: the corpse arrow takes the
-- marker over, so no quest is ever handed to it even though the map keeps selecting one. The quest
-- selection itself is therefore hooked as well, and that is what keeps the buttons honest while
-- dead. Caching what we last set would go stale the moment the player changed it by other means.
function TrackerUtils:InitSuperTrackHook()
if superTrackHooked or (not C_SuperTrack) then
return
end
superTrackHooked = true
hooksecurefunc(C_SuperTrack, "SetSuperTrackedQuestID", function(questId)
superTrackedQuestId = questId
RefreshSuperTrackButtons()
end)
if C_SuperTrack.ClearSuperTracker then
hooksecurefunc(C_SuperTrack, "ClearSuperTracker", function()
superTrackedQuestId = nil
RefreshSuperTrackButtons()
end)
end
if WorldMapFrame_SelectQuestFrame then
hooksecurefunc("WorldMapFrame_SelectQuestFrame", RefreshSuperTrackButtons)
end
if WatchFrameQuestPOI_OnClick then
hooksecurefunc("WatchFrameQuestPOI_OnClick", RefreshSuperTrackButtons)
end
-- Everything that supertracks a quest goes through the quest log selection, map or no map, alive
-- or dead -- including opening a quest in the quest log window, which no other hook here sees.
if SelectQuestLogEntry then
hooksecurefunc("SelectQuestLogEntry", RefreshSuperTrackButtons)
end
-- Nothing at all fires on a login or a reload: the map has not been touched, so the hooks above
-- stay silent and the tracker draws before the client has styled its pins. These events are the
-- only prompt to go back and look.
superTrackEventFrame = CreateFrame("Frame")
superTrackEventFrame:RegisterEvent("PLAYER_ENTERING_WORLD")
superTrackEventFrame:RegisterEvent("PLAYER_UNGHOST")
superTrackEventFrame:RegisterEvent("PLAYER_ALIVE")
superTrackEventFrame:RegisterEvent("PLAYER_DEAD")
superTrackEventFrame:SetScript("OnEvent", function()
RefreshSuperTrackButtons()
-- The client fills in its POI frames a moment after entering the world, so the immediate
-- pass above can still come up empty.
C_Timer.After(2, RefreshSuperTrackButtons)
end)
end
-- The hook only hears about the changes the client itself makes, and while the player is a ghost the
-- floating marker is disabled: selecting a quest then never reaches SetSuperTrackedQuestID, so the
-- hook reports nothing after a login or a reload in that state and goes stale after any click. The
-- client's own frames still know. Watch frame POI buttons say so outright, and the world map's quest
-- frames say it through their art: the atlases stack the selected (yellow) variant of a cell half a
-- texture above the normal one, so a pin drawn from the upper half is the supertracked one.
local function FindSelectedQuestId()
for i = 1, 30 do
local firstInRow = _G["poiWatchFrameLines" .. i .. "_1"]
if not firstInRow then
break
end
for j = 1, 5 do
local poiButton = (j == 1) and firstInRow or _G["poiWatchFrameLines" .. i .. "_" .. j]
if not poiButton then
break
end
if poiButton.isSelected and poiButton.questId then
return poiButton.questId
end
end
end
for i = 1, 25 do
local questFrame = _G["WorldMapQuestFrame" .. i]
if not questFrame then
break
end
local pin = questFrame.ownPOI or questFrame.poiIcon
local pinTexture = pin and pin.GetNormalTexture and pin:GetNormalTexture()
if pinTexture and questFrame.questId then
local _, topY = pinTexture:GetTexCoord()
if topY and topY < 0.5 then
return questFrame.questId
end
end
end
-- Right after a login or a reload no pin is styled at all: the client marks them the first time
-- the world map is opened. The quest log selection is what it reads when it gets there, so it
-- answers for the gap in between.
local selection = GetQuestLogSelection and GetQuestLogSelection()
if selection and selection > 0 then
-- GetQuestIDFromLogIndex, not the raw API: GetQuestLogTitle is the compat wrapper here,
-- which normalises the client's 9 return values down to 8.
local questId = QuestieCompat.GetQuestIDFromLogIndex(selection)
if questId and questId ~= 0 then
return questId
end
end
return nil
end
-- The client is asked before the hook: the hook cannot see a ghost's selection changes at all, so
-- its value is the fallback for when no POI frame exists to read (another zone, or frames not built
-- yet), not the source of truth.
function TrackerUtils:GetSuperTrackedQuestId()
return FindSelectedQuestId() or superTrackedQuestId
end
-- The world map builds its quest POI frames lazily, so right after login -- or after a zone change
-- with the map still closed -- there is nothing to match a quest against and every button would
-- hide itself. The client can build them without the map being shown, and doing so does not disturb
-- which quest is currently supertracked. Skipped while the map is open so we never fight the player.
function TrackerUtils:PrimeSuperTrackFrames()
if WorldMapFrame and WorldMapFrame:IsShown() then
return
end
if WorldMapFrame_UpdateQuests then
WorldMapFrame_UpdateQuests()
end
end
---@return table|nil frame, function|nil clickHandler
local function GetSuperTrackFrame(questId)
if (not questId) or questId == 0 then
return nil
end
-- Blizzard watch frame POI buttons carry the quest id directly. Questie empties the Blizzard
-- watch list (see QuestieTracker:AQW_Insert) so only a handful of quests ever have one. Both
-- scans below stop at the first gap: these frames are created in order, so a missing index
-- means there are no further ones and this runs once per quest line per redraw.
if WatchFrameQuestPOI_OnClick then
for i = 1, 30 do
local firstInRow = _G["poiWatchFrameLines" .. i .. "_1"]
if not firstInRow then
break
end
for j = 1, 5 do
local poiButton = (j == 1) and firstInRow or _G["poiWatchFrameLines" .. i .. "_" .. j]
if not poiButton then
break
end
if poiButton.questId == questId then
return poiButton, WatchFrameQuestPOI_OnClick
end
end
end
end
-- World map quest frames cover every quest with a POI on the currently viewed map, which is the
-- wider net of the two. Pass the WorldMapQuestFrame itself and never its poiIcon --
-- WorldMapFrame_SelectQuestFrame indexes questFrame.poiIcon and errors on the POI frame.
if WorldMapFrame_SelectQuestFrame then
if not _G["WorldMapQuestFrame1"] then
TrackerUtils:PrimeSuperTrackFrames()
end
for i = 1, 25 do
local questFrame = _G["WorldMapQuestFrame" .. i]
if not questFrame then
break
end
if questFrame.questId == questId then
return questFrame, WorldMapFrame_SelectQuestFrame
end
end
end
return nil
end
-- A quest can only be supertracked while it has a POI frame, so quests in another zone or without
-- map coordinates simply have no button.
function TrackerUtils:CanSuperTrackQuest(questId)
return GetSuperTrackFrame(questId) ~= nil
end
-- The map pin the client draws for this quest. Copying its texture coordinates is what keeps the
-- tracker button identical to the pin: the number, the "?" shown for completed quests and the
-- black-on-yellow selected variant all follow along without us mapping atlas cells by hand. The
-- number is also the pin's position among quests that actually have a POI, which is not the same as
-- the quest frame index -- another reason to read it from the client instead of deriving it.
---@return table|nil
function TrackerUtils:GetSuperTrackPin(questId)
if (not questId) or questId == 0 or (not WorldMapFrame_SelectQuestFrame) then
return nil
end
if not _G["WorldMapQuestFrame1"] then
TrackerUtils:PrimeSuperTrackFrames()
end
for i = 1, 25 do
local questFrame = _G["WorldMapQuestFrame" .. i]
if not questFrame then
break
end
if questFrame.questId == questId then
-- ownPOI is the pin drawn in the map's quest list, poiIcon the one on the map itself.
-- The list version is the one we mirror: it keeps the circular background on completed
-- quests, where the map version draws a bare "?".
return questFrame.ownPOI or questFrame.poiIcon
end
end
return nil
end
function TrackerUtils:SetSuperTrackedQuest(questId)
local frame, clickHandler = GetSuperTrackFrame(questId)
if not frame then
return false
end
clickHandler(frame)
-- Refresh here rather than leaning on the SetSuperTrackedQuestID hook: it stays silent while the
-- player is a ghost, which would leave the button we just clicked looking untouched.
RefreshSuperTrackButtons()
return true
end
function TrackerUtils:IsVoiceOverLoaded()
-- Require not just that the VoiceOver addons are loaded, but that the runtime
-- structure we index actually exists. Some VoiceOver builds (e.g. on Elune) expose
-- a different QuestOverlayUI shape where questPlayButtons is absent, which previously
-- crashed UpdateVoiceOverPlayButtons / SetAllPlayButtonAlpha with "attempt to index
-- field 'questPlayButtons' (a nil value)". All play-button call sites gate on this
-- function, so verifying the table here makes them all safe.
if IsAddOnLoaded("AI_VoiceOver") and IsAddOnLoaded("AI_VoiceOverData_Vanilla")
and VoiceOver and VoiceOver.QuestOverlayUI and VoiceOver.QuestOverlayUI.questPlayButtons then
return true
end
return false
end
function TrackerUtils:ShowVoiceOverPlayButtons()
if self:IsVoiceOverLoaded() then
if Questie.db.char.isTrackerExpanded then
if IsShiftKeyDown() and MouseIsOver(Questie_BaseFrame) then
if Questie_BaseFrame.isSizing == true or Questie_BaseFrame.isMoving == true then
Questie:Debug(Questie.DEBUG_SPAM, "[TrackerUtils:ShowVoiceOverPlayButtons]")
else
Questie:Debug(Questie.DEBUG_INFO, "[TrackerUtils:ShowVoiceOverPlayButtons]")
end
end
if IsShiftKeyDown() then
if MouseIsOver(Questie_BaseFrame) then
TrackerLinePool.SetAllPlayButtonAlpha(1)
TrackerFadeTicker.Fade()
if not Questie.db.profile.trackerFadeMinMaxButtons then
TrackerLinePool.SetAllExpandQuestAlpha(0)
end
if not Questie.db.profile.trackerFadeQuestItemButtons then
TrackerLinePool.SetAllItemButtonAlpha(0)
end
end
else
if MouseIsOver(Questie_BaseFrame) then
TrackerLinePool.SetAllPlayButtonAlpha(0)
TrackerFadeTicker.Unfade()
else
TrackerLinePool.SetAllPlayButtonAlpha(0)
TrackerFadeTicker.Fade()
end
if not Questie.db.profile.trackerFadeMinMaxButtons then
TrackerLinePool.SetAllExpandQuestAlpha(1)
end
if not Questie.db.profile.trackerFadeQuestItemButtons then
TrackerLinePool.SetAllItemButtonAlpha(1)
end
end
end
end
end
function TrackerUtils:UpdateVoiceOverPlayButtons()
if self:IsVoiceOverLoaded() then
if Questie_BaseFrame.isSizing == true or Questie_BaseFrame.isMoving == true then
Questie:Debug(Questie.DEBUG_SPAM, "[TrackerUtils:UpdateVoiceOverPlayButtons]")
else
Questie:Debug(Questie.DEBUG_INFO, "[TrackerUtils:UpdateVoiceOverPlayButtons]")
end
for i = 1, 75 do
local title, level, questTag, isHeader, isCollapsed, isComplete, isDaily, questId = GetQuestLogTitle(i)
if title and questId and (not isHeader) then
if not VoiceOver.QuestOverlayUI.questPlayButtons[questId] then
VoiceOver.QuestOverlayUI:CreatePlayButton(questId)
table.insert(VoiceOver.QuestOverlayUI.displayedButtons,
VoiceOver.QuestOverlayUI.questPlayButtons[questId])
end
end
end
end
end
---@return number|nil itemId The ID of the nearest usable quest item
function TrackerUtils:GetNearestQuestItemId()
local questIds = QuestiePlayer.currentQuestlog
local bestItemId = nil
local minDistance = 999999
local playerPos = _GetWorldPlayerPosition()
if not playerPos then return nil end
for questId in pairs(questIds) do
local quest = QuestieDB.GetQuest(questId)
if quest then
local items = {}
if quest.sourceItemId and quest.sourceItemId ~= 0 then
table.insert(items, quest.sourceItemId)
end
if type(quest.requiredSourceItems) == "table" then
for _, itemId in pairs(quest.requiredSourceItems) do
if itemId and itemId ~= 0 then
table.insert(items, itemId)
end
end
end
local foundItemId = nil
for i = 1, table.getn(items) do
local itemId = items[i]
-- Check if item is in bags and is a quest item (class 12)
if GetItemCount(itemId) > 0 and QuestieDB.QueryItemSingle(itemId, "class") == 12 then
foundItemId = itemId
break
end
end
if foundItemId then
local distance = _GetDistanceToClosestObjective(questId)
if distance and distance < minDistance then
minDistance = distance
bestItemId = foundItemId
end
end
end
end
return bestItemId
end
--- Logic to use the nearest quest item (Fallback for non-secure usage or manual calls)
function TrackerUtils:UseNearestQuestItem()
local itemId = self:GetNearestQuestItemId()
if itemId then
local itemName = GetItemInfo(itemId)
if itemName then
UseItemByName(itemName)
end
end
end
--- Toggle the Questie Options window
function TrackerUtils:ToggleOptions()
local QuestieOptions = QuestieLoader:ImportModule("QuestieOptions")
if QuestieOptions and QuestieOptions.OpenConfigWindow then
QuestieOptions:OpenConfigWindow()
end
end
--- Toggle the Questie Tracker
function TrackerUtils:ToggleTracker()
local QuestieTracker = QuestieLoader:ImportModule("QuestieTracker")
if QuestieTracker and QuestieTracker.Toggle then
QuestieTracker:Toggle()
end
end
--- Toggle the Questie Journey window
function TrackerUtils:ToggleJourney()
local QuestieJourney = QuestieLoader:ImportModule("QuestieJourney")
if QuestieJourney and QuestieJourney.ToggleJourneyWindow then
QuestieJourney:ToggleJourneyWindow()
end
end