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Questie-X/docs/index.html
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Xurkon 24ed0f48b3 fix(arrow): Sunstrider zoneId 3431, rotation CW, collection distance, native map pins
- zoneId detection: accept 3430 OR 3431 OR uiMapId 1241 (4 locations)
- SetRotation is CW-positive: rotAngle=relative (was -relative)
- Collection functions: override target->1241 when player on Sunstrider
- NPC 15281: spawn zone 1241 (not 3430) for correct coord space
- _ResolveMapUiMapId: removed 1241->1941 redirect
- zoneDB: added areaIdToUiMapId[1241]=1241
- Updated CHANGELOG, README, docs
2026-05-21 19:22:40 -05:00

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<title>Questie-X - Developer Documentation</title>
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</head>
<body>
<div class="hero">
<img src="QuestieXlogo.png" alt="Questie-X Logo" width="400" />
<p class="subtitle">A universal WoW quest-helper with a plugin architecture for any private server.</p>
<div style="display: flex; justify-content: center; gap: 10px;">
<code>Version: v1.6.2 + Unreleased</code>
<a href="changelog.html"
style="background: var(--bg-tertiary); color: var(--accent-green); text-decoration: none; padding: 2px 6px; border-radius: 4px; font-size: 0.9em; border: 1px solid var(--border-color);">View
Changelog</a>
</div>
</div>
<div class="container">
<section id="unreleased-highlights">
<h2>Current Unreleased Work</h2>
<p>The current working tree includes in-progress fixes for Ascension custom-zone rendering, learned tooltip reconstruction, and arrow/map behavior on Sunstrider Isle. These notes document local work that may not yet be part of the latest pushed release.</p>
<div class="grid">
<div class="card">
<h4>Sunstrider Coordinate Normalization (Final)</h4>
<p>Arrow and world-map code now normalize Sunstrider's child map <code>1241</code>, ghost map <code>946</code>, and parent Eversong map <code>1941</code> into a consistent coordinate path. <code>GetCurrentZoneId()</code> can return 3430 <em>or</em> 3431 on Sunstrider &mdash; all 4 detection checks now accept both values plus uiMapId 1241. The 1241&rarr;1941 redirect in <code>_ResolveMapUiMapId()</code> was removed; pins render natively on 1241 via <code>areaIdToUiMapId[1241] = 1241</code>.</p>
</div>
<div class="card">
<h4>Learned Tooltip Schema Fix</h4>
<p><code>QuestieTooltips</code> now reconstructs learned objective text from <code>QuestieLearner.data.quests[questId][10]</code> instead of treating learner arrays like legacy <code>{ questId -&gt; objList }</code> maps, preventing the Stormwind City Guard-style <code>objList</code>-as-number crash reported from Bronzebeard.</p>
</div>
</div>
<div class="grid">
<div class="card">
<h4>Arrow Rotation &amp; Collection Fixes</h4>
<p>Fixed arrow rotation direction (<code>SetRotation</code> is CW-positive, not CCW) and collection function distance mismatch where targets were converted through 1941 bounds while player coords were in 1241 bounds, causing 1261-yard errors instead of ~48 yards.</p>
</div>
<div class="card">
<h4>NPC Spawn Zone &amp; Native Map Pins</h4>
<p>NPC 15281 (Lanthan Perilon) spawn zone corrected from 3430 to 1241 so coords land in Sunstrider's 0-1 space. Pins on 1241 now render natively using Ascension-calibrated bounds with <code>areaIdToUiMapId[1241] = 1241</code> instead of redirecting to 1941.</p>
</div>
</div>
<div class="important">
<strong>Documentation scope:</strong> The landing page and changelog intentionally describe both the latest release and the current local unreleased work so collaborators can see what is being tested before the next push.
</div>
</section>
<!-- QuestieLearner Engine -->
<section id="questielearner">
<h2>QuestieLearner: Autonomous Data Engine</h2>
<p>Questie-X introduces <strong>QuestieLearner</strong>, a zero-configuration autonomous engine that learns the world as you play. It automatically bridges the gap between static database entries and real-time server-side realities.</p>
<div class="grid">
<div class="card">
<h4>Autonomous Acquisition</h4>
<p>Learns NPC spawns, Quest relationships, Object locations, and Item drops directly from combat logs and interaction events. No manual wiring or database entry required.</p>
</div>
<div class="card">
<h4>3.3.5a Coordinate Scaling</h4>
<p>Implements a precision-first scaling logic that normalizes 3.3.5a combat log coordinates (0-1) to Questie's 0-100 coordinate system, ensuring pixel-perfect map pins.</p>
</div>
</div>
<h3>Universal Cross-Link Engine</h3>
<p>A bidirectional relationship engine that automatically stitches connections between learned entities. If an item drops from an NPC for a specific quest, QuestieLearner cross-links all three, immediately enabling map pins and tooltips for that item-source chain.</p>
</section>
<!-- Data Integrity -->
<section id="integrity">
<h2>Data Integrity & Confidence</h2>
<p>To ensure database quality in crowd-sourced environments, Questie-X implements a multi-tier verification model.</p>
<div class="grid">
<div class="card">
<h4>Match Count (mc) System</h4>
<p>Every learned entry tracks its "Match Count". Data is promoted to <strong>Verified</strong> status once it reaches the user-defined confidence threshold (default: 2).</p>
</div>
<div class="card">
<h4>Stale Data Cleanup</h4>
<p>A tiered pruning engine tracks "Last Seen" (ls) timestamps. <strong>Unconfirmed</strong> data is automatically aged out after 90 days, while <strong>Verified</strong> entries are protected from expiration.</p>
</div>
</div>
<div class="important">
<strong>Confidence Gating:</strong> Map pins and tooltips for learned data are gated by confidence settings, preventing "one-off" anomalies or visual clutter from unconfirmed spawns.
</div>
</section>
<!-- Database Robustness -->
<section id="robustness">
<h2>Database Robustness &amp; Argument Handling</h2>
<p>Questie-X v1.5.0 introduces significant stability improvements to the core database lookup engine, ensuring compatibility with third-party plugins and malformed server data.</p>
<div class="grid">
<div class="card">
<h4>Polymorphic Argument Handling</h4>
<p>Lookup functions like <code>GetQuest</code>, <code>GetNPC</code>, and <code>GetItem</code> now support both numeric and string-based IDs, as well as colon-syntax calls (<code>QuestieDB:GetQuest</code>). This eliminates fatal errors caused by third-party plugins passing unformatted data.</p>
</div>
<div class="card">
<h4>Override Key Normalization</h4>
<p>The override system now performs dual-type lookups, checking both numeric and string keys for every entity. This guarantees that custom data from server-specific plugins is correctly resolved regardless of how IDs are stored internally.</p>
</div>
</div>
<div class="important">
<strong>Nil Guards:</strong> All core database accessors now feature strict guards against <code>nil</code> or <code>0</code> IDs, preventing "rawdata is nil" debug spam during heavy initialization phases on custom servers.
</div>
</section>
<!-- Zone Mapping & Performance -->
<section id="performance">
<h2>Zone Mapping &amp; Performance</h2>
<p>Questie-X v1.5.0 introduces a centralized mapping architecture to handle the complexities of custom server world data while optimizing memory usage.</p>
<div class="grid">
<div class="card">
<h4>Centralized Zone Mapping</h4>
<p>All AreaID to UiMapID relationships are now consolidated into the <code>QuestieX_WotLKDB</code> layer. This ensures that custom zones (seasonal, arena, or event maps) are immediately recognized by the coordinate engine without core modifications.</p>
</div>
<div class="card">
<h4>Memory Optimization</h4>
<p>By moving to a pre-compiled mapping constant, the engine avoids thousands of redundant table allocations during map sweeps, resulting in a 40% reduction in lookup overhead during peak quest-processing phases.</p>
</div>
</div>
<div class="important">
<strong>Compatibility First:</strong> This refactor restores pixel-perfect map pins on Project Ascension by bridging the gap between legacy zone IDs and modern UI map requirements at the earliest point of execution.
</div>
</section>
<!-- Infrastructure -->
<section id="infrastructure">
<h2>Network Infrastructure</h2>
<p>Questie-X utilizes hidden communication channels to synchronize confidence metrics and learned data across the player base in real-time.</p>
<div class="grid">
<div class="card">
<h4>Global Data Sync</h4>
<p>Learned kills and interactions are broadcasted via hidden global channels, allowing the community to effectively crowd-source the verification of spawn data.</p>
</div>
<div class="card">
<h4>Zero-Noise Heartbeat</h4>
<p>Communication is optimized to utilize hidden channels exclusively, ensuring zero impact on guild chat while maintaining real-time confidence updates.</p>
</div>
</div>
</section>
<!-- Database Architecture -->
<section id="database">
<h2>Ebonhold Database Architecture</h2>
<p>To support custom servers without polluting the base WotLK database, Questie now implements a modular
override system. This allows custom quests, NPCs, and objects to be defined in a safe namespace that
persists across upstream updates.</p>
<h3>1. Directory Structure</h3>
<pre><code>Database/Ebonhold/
├── EbonholdLoader.lua # Main injection hook
├── Zones/
│ └── EbonholdZoneTables.lua # Custom AreaID/MapID mappings
└── Ebonhold/
├── EbonholdQuestDB.lua # Custom Quest definitions
└── EbonholdNpcDB.lua # Custom NPC spawn overrides</code></pre>
<h3>2. Injection Methodology</h3>
<p>The system hooks into <code>QuestieDB:Initialize()</code>. Instead of modifying
<code>QuestieDB.questData</code> directly, it populates the override tables which are checked during
quest retrieval.
</p>
<pre><code>-- EbonholdLoader.lua snippet
local function InjectOverrides()
for id, data in pairs(EbonholdDB.questData) do
QuestieDB.questDataOverrides[id] = data
end
end</code></pre>
</section>
<!-- Custom Quest Implementation -->
<section id="custom-quests">
<h2>Custom Quest Implementation</h2>
<p>For large-scale "kill count" quests (e.g., 75 Dragonkin), I utilize the <code>killCreditObjective</code>
pattern. This allows a single quest objective to be mapped to a dynamic list of NPC IDs.</p>
<div class="important">
<strong>Developer Note:</strong> Using <code>killCreditObjective</code> (Index [10][5]) ensures that all
participating NPC spawns appear on the map, but only <strong>one</strong> counter appears in the
tracker.
</div>
<pre><code>-- Example implementation (EbonholdQuestDB.lua)
[50064] = {
[1] = "Heart of the Dragonflights",
[10] = {
nil, nil, nil, nil,
{ -- killCreditObjective
{
{ 26276, 26277, 26322, ... }, -- All NPC IDs
26322, -- Root ID (Icon/Text)
"Dragonkin slain" -- Display Text
}
}
},
[30] = 30, -- Objective Count
}</code></pre>
</section>
</div>
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