f9b19218cb
Some Ascension turn-ins (crafting/auto-complete) fire QUEST_REMOVED with no preceding QUEST_TURNED_IN, so the 1s abandon timer runs after QuestLogCache.RemoveQuest has cleared the quest, making IsComplete return 0 and the turned-in quest get marked abandoned -- its objective pins and turn-in ? then linger. Capture IsComplete at QUEST_REMOVED time and use that snapshot in MarkQuestAsAbandoned.
824 lines
36 KiB
Lua
824 lines
36 KiB
Lua
---@class QuestEventHandler
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local QuestEventHandler = QuestieLoader:CreateModule("QuestEventHandler")
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---@class QuestEventHandlerPrivate
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local _QuestEventHandler = QuestEventHandler.private
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local _QuestLogUpdateQueue = {} -- Helper module
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local questLogUpdateQueue = {} -- The actual queue
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---@type QuestEventHandlerPrivate
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QuestEventHandler.private = QuestEventHandler.private or {}
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---@type QuestLogCache
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local QuestLogCache = QuestieLoader:ImportModule("QuestLogCache")
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---@type QuestieQuest
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local QuestieQuest = QuestieLoader:ImportModule("QuestieQuest")
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---@type QuestieJourney
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local QuestieJourney = QuestieLoader:ImportModule("QuestieJourney")
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---@type QuestieNameplate
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local QuestieNameplate = QuestieLoader:ImportModule("QuestieNameplate")
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---@type QuestieLib
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local QuestieLib = QuestieLoader:ImportModule("QuestieLib")
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---@type QuestieDB
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local QuestieDB = QuestieLoader:ImportModule("QuestieDB")
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---@type QuestieAnnounce
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local QuestieAnnounce = QuestieLoader:ImportModule("QuestieAnnounce")
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---@type IsleOfQuelDanas
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local IsleOfQuelDanas = QuestieLoader:ImportModule("IsleOfQuelDanas")
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---@type QuestieCombatQueue
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local QuestieCombatQueue = QuestieLoader:ImportModule("QuestieCombatQueue")
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---@type QuestieTracker
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local QuestieTracker = QuestieLoader:ImportModule("QuestieTracker")
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---@type l10n
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local l10n = QuestieLoader:ImportModule("l10n")
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---@type QuestiePlayer
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local QuestiePlayer = QuestieLoader:ImportModule("QuestiePlayer")
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--- COMPATIBILITY ---
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local C_Timer = QuestieCompat.C_Timer
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local GetQuestLogTitle = QuestieCompat.GetQuestLogTitle
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local GetItemInfo = QuestieCompat.GetItemInfo
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local tableRemove = table.remove
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local QUEST_LOG_STATES = {
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QUEST_ACCEPTED = "QUEST_ACCEPTED",
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QUEST_TURNED_IN = "QUEST_TURNED_IN",
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QUEST_REMOVED = "QUEST_REMOVED",
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QUEST_ABANDONED = "QUEST_ABANDONED"
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}
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local eventFrame = CreateFrame("Frame", "QuestieQuestEventFrame")
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local questLog = {}
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local questLogUpdateQueueSize = 1
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local skipNextUQLCEvent = false
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local doFullQuestLogScan = false
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local deletedQuestItem = false
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-- Debounce state for BAG_UPDATE_DELAYED: prevents hammering UpdateAllQuests on every bag slot change.
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-- Also schedules a follow-up scan to catch server-side quest-log counter lag (loot bot batch loots).
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local _bagUpdateDebounceTimer = nil
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local _bagUpdateFollowUpTimer = nil
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-- Periodic quest state verification timer.
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-- Ascension server events (QUEST_LOG_UPDATE, UNIT_QUEST_LOG_CHANGED) can be
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-- unreliable or delayed, causing stale quest.isComplete / quest.WasComplete flags
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-- to persist across reload/reaccept cycles. This timer forces a full quest log
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-- reconciliation every 30 seconds so pins and arrows stay accurate.
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local _periodicRefreshTimer = nil
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local PERIODIC_REFRESH_SECONDS = 30
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--- Registers all events that are required for questing (accepting, removing, objective updates, ...)
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function QuestEventHandler:RegisterEvents()
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Questie:Debug(Questie.DEBUG_DEVELOP, "[Quest Event] RegisterEvents")
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eventFrame:RegisterEvent("QUEST_ACCEPTED")
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eventFrame:RegisterEvent("QUEST_TURNED_IN")
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eventFrame:RegisterEvent("QUEST_REMOVED")
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eventFrame:RegisterEvent("QUEST_LOG_UPDATE")
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eventFrame:RegisterEvent("QUEST_WATCH_UPDATE")
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eventFrame:RegisterEvent("UNIT_QUEST_LOG_CHANGED")
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eventFrame:RegisterEvent("ZONE_CHANGED_NEW_AREA")
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eventFrame:RegisterEvent("NEW_RECIPE_LEARNED") -- Spell objectives; Runes in SoD count as recipes because "Engraving" is a profession?
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--eventFrame:RegisterEvent("SPELLS_CHANGED") -- Spell objectives
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eventFrame:RegisterEvent("BAG_UPDATE_DELAYED") -- Catch quest item loots that bypass QUEST_WATCH_UPDATE (e.g. autoloot bots)
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eventFrame:RegisterEvent("PLAYER_INTERACTION_MANAGER_FRAME_HIDE")
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eventFrame:RegisterEvent("CHAT_MSG_COMBAT_FACTION_CHANGE")
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eventFrame:SetScript("OnEvent", _QuestEventHandler.OnEvent)
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-- Start periodic quest state verification timer.
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-- On Ascension, QUEST_LOG_UPDATE events can be unreliable. This timer forces
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-- a full reconciliation every 30 seconds, catching stale isComplete/WasComplete
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-- flags and ensuring objective spawnLists stay populated for active quests.
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if not _periodicRefreshTimer then
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_periodicRefreshTimer = C_Timer.NewTicker(PERIODIC_REFRESH_SECONDS, function()
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Questie:Debug(Questie.DEBUG_DEVELOP, "[Quest Event] Periodic refresh: forcing full quest log scan")
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doFullQuestLogScan = true
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_QuestEventHandler:QuestLogUpdate()
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end)
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end
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-- StaticPopup dialog hooks. Deleteing Quest items do not always trigger a Quest Log Update.
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hooksecurefunc("StaticPopup_Show", function(...)
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-- Hook StaticPopup_Show. If we find the "DELETE_ITEM" dialog, check for Quest Items and notify the player.
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local which, text_arg1 = ...
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if which == "DELETE_ITEM" then
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local quest
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local questName
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local foundQuestItem = false
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Questie:Debug(Questie.DEBUG_DEVELOP, "[QuestieQuest] StaticPopup_Show: Item Name: ", text_arg1)
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if deletedQuestItem == true then
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deletedQuestItem = false
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end
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for questLogIndex = 1, 75 do
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local title, level, questTag, isHeader, isCollapsed, isComplete, isDaily, questId = GetQuestLogTitle(
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questLogIndex)
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if title and questId and (not isHeader) then
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quest = QuestieDB.GetQuest(questId)
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if quest then
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local info = StaticPopupDialogs[which]
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local sourceItemId, soureItemName, sourceItemType, soureClassID
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local reqSourceItemId, reqSoureItemName, reqSourceItemType, reqSoureClassID
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if quest.sourceItemId then
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sourceItemId = quest.sourceItemId
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if sourceItemId then
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soureItemName, _, _, _, _, sourceItemType, _, _, _, _, _, soureClassID = GetItemInfo(
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sourceItemId)
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end
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end
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if quest.requiredSourceItems then
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reqSourceItemId = quest.requiredSourceItems[1]
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if reqSourceItemId then
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reqSoureItemName, _, _, _, _, reqSourceItemType, _, _, _, _, _, reqSoureClassID =
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GetItemInfo(reqSourceItemId)
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end
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end
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if sourceItemId and soureItemName and sourceItemType and soureClassID and (sourceItemType == "Quest" or soureClassID == 12) and QuestieDB.QueryItemSingle(sourceItemId, "class") == 12 and text_arg1 == soureItemName then
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questName = quest.name
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foundQuestItem = true
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break
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elseif reqSourceItemId and reqSoureItemName and reqSourceItemType and reqSoureClassID and (reqSourceItemType == "Quest" or reqSoureClassID == 12) and QuestieDB.QueryItemSingle(reqSourceItemId, "class") == 12 and text_arg1 == reqSoureItemName then
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questName = quest.name
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foundQuestItem = true
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break
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else
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if quest.Objectives and #quest.Objectives > 0 then
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for _, objective in pairs(quest.Objectives) do
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if text_arg1 == objective.Description then
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questName = quest.name
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foundQuestItem = true
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break
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end
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end
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end
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end
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end
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end
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end
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if foundQuestItem and quest and questName then
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local frame, text
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for i = 1, STATICPOPUP_NUMDIALOGS do
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frame = _G["StaticPopup" .. i]
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if (frame:IsShown()) and ((frame.text.text_arg1 == text_arg1) or (string.find(frame.text:GetText(), text_arg1))) then
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text = _G[frame:GetName() .. "Text"]
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break
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end
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end
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if frame ~= nil and text ~= nil then
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local updateText = l10n(
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"Quest Item %%s might be needed for the quest %%s. \n\nAre you sure you want to delete this?")
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text:SetFormattedText(updateText, text_arg1, questName)
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text.text_arg1 = updateText
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StaticPopup_Resize(frame, which)
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deletedQuestItem = true
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Questie:Debug(Questie.DEBUG_DEVELOP,
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"[QuestieQuest] StaticPopup_Show: Quest Item Detected. Updating Static Popup.")
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end
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end
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end
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end)
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hooksecurefunc("DeleteCursorItem", function()
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-- Hook DeleteCursorItem so we know when the player clicks the Accept button
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-- FIX: Added InCombatLockdown guard and pcall to prevent tainting secure execution paths.
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if InCombatLockdown() then return end
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if deletedQuestItem then
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Questie:Debug(Questie.DEBUG_DEVELOP,
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"[QuestieQuest] DeleteCursorItem: Quest Item deleted. Update all quests.")
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C_Timer.After(0.25, function()
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pcall(function()
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_QuestEventHandler:UpdateAllQuests()
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end)
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deletedQuestItem = false
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end)
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end
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end)
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_QuestEventHandler:InitQuestLog()
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end
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--- On Login mark all quests in the quest log with QUEST_ACCEPTED state
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function _QuestEventHandler:InitQuestLog()
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-- Fill the QuestLogCache for first time
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local cacheMiss, changes = QuestLogCache.CheckForChanges(nil)
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if cacheMiss and (not Questie.started) then
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Questie:Debug(Questie.DEBUG_INFO, "[QuestEventHandler:InitQuestLog] Cache miss during init, retrying in 0.5s...")
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C_Timer.After(0.5, function()
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_QuestEventHandler:InitQuestLog()
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end)
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return
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end
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for questId, _ in pairs(changes) do
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questLog[questId] = {
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state = QUEST_LOG_STATES.QUEST_ACCEPTED
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}
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QuestieLib:CacheItemNames(questId)
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end
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end
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--- Fires when a quest is accepted in anyway.
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---@param questLogIndex number
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---@param questId number
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function _QuestEventHandler:QuestAccepted(questLogIndex, questId)
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local _, _, _, _, _, _, _, questLogQuestId = GetQuestLogTitle(questLogIndex)
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questId = questId or questLogQuestId
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Questie:Debug(Questie.DEBUG_DEVELOP, "[Quest Event] QUEST_ACCEPTED", questLogIndex, questId)
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if questLog[questId] and questLog[questId].timer then
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-- We had a QUEST_REMOVED event which started this timer and now it was accepted again.
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-- So the quest was abandoned before, because QUEST_TURNED_IN would have run before QUEST_ACCEPTED.
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questLog[questId].timer:Cancel()
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questLog[questId].timer = nil
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QuestieCombatQueue:Queue(function()
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_QuestEventHandler:MarkQuestAsAbandoned(questId)
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end)
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end
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-- If the quest was already in questLog as QUEST_TURNED_IN (e.g. Ebonhold Call Board repeatable
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-- quests that vanish without a proper QUEST_REMOVED event), clean up before re-accepting so the
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-- tracker doesn't show it as already complete.
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-- NOTE: Must check BEFORE wiping questLog[questId] below, otherwise the state check is always false.
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local wasTurnedIn = questLog[questId] and questLog[questId].state == QUEST_LOG_STATES.QUEST_TURNED_IN
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if wasTurnedIn then
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Questie:Debug(Questie.DEBUG_INFO, "Quest:", questId, "re-accepted after auto-complete, clearing stale state")
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QuestLogCache.RemoveQuest(questId)
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QuestieQuest:CompleteQuest(questId) -- clears per-quest data
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QuestieJourney:CompleteQuest(questId)
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QuestieAnnounce:CompletedQuest(questId)
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QuestieTracker:RemoveQuest(questId)
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end
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questLog[questId] = {}
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-- Timed quests do not need a full Quest Log Update.
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-- TODO: Add achievement timers later.
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local questTimers = GetQuestTimers(questId)
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if type(questTimers) == "number" then
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skipNextUQLCEvent = false
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else
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skipNextUQLCEvent = true
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end
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QuestieCombatQueue:Queue(function()
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QuestieLib:CacheItemNames(questId)
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_QuestEventHandler:HandleQuestAccepted(questId)
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QuestieTracker:Update()
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end)
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Questie:Debug(Questie.DEBUG_DEVELOP, "[Quest Event] QUEST_ACCEPTED - skipNextUQLCEvent - ", skipNextUQLCEvent)
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end
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---@param questId number
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---@return boolean true @if the function was successful, false otherwise
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function _QuestEventHandler:HandleQuestAccepted(questId)
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Questie:Debug(Questie.DEBUG_DEVELOP, "[QuestEventHandler] HandleQuestAccepted - questId:", questId)
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local idx = QuestieCompat.GetQuestLogIndexByID(questId)
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if not idx then
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Questie:Debug(Questie.DEBUG_DEVELOP, "[QuestEventHandler] HandleQuestAccepted - NO quest log index yet, retrying for questId:", questId)
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_QuestLogUpdateQueue:Insert(function()
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return _QuestEventHandler:HandleQuestAccepted(questId)
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end)
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return false
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end
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-- We first check the quest objectives and retry in the next QLU event if they are not correct yet
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local cacheMiss, changes = QuestLogCache.CheckForChanges({ [questId] = true })
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if cacheMiss then
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-- if cacheMiss, no need to check changes as only 1 questId
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Questie:Debug(Questie.DEBUG_DEVELOP, "[QuestEventHandler] HandleQuestAccepted - CACHE MISS for questId:", questId, "- retrying later")
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_QuestLogUpdateQueue:Insert(function()
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return _QuestEventHandler:HandleQuestAccepted(questId)
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end)
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return false
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end
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Questie:Debug(Questie.DEBUG_DEVELOP, "[QuestEventHandler] HandleQuestAccepted - cache ready, calling AcceptQuest for questId:", questId)
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questLog[questId].state = QUEST_LOG_STATES.QUEST_ACCEPTED
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QuestieQuest:SetObjectivesDirty(questId)
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QuestieJourney:AcceptQuest(questId)
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QuestieAnnounce:AcceptedQuest(questId)
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local isLastIslePhase = Questie.db.global.isleOfQuelDanasPhase == IsleOfQuelDanas.MAX_ISLE_OF_QUEL_DANAS_PHASES
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if Questie.IsWotlk and (not isLastIslePhase) and IsleOfQuelDanas.CheckForActivePhase(questId) then
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QuestieQuest:SmoothReset()
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else
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QuestieQuest:AcceptQuest(questId)
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end
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QuestieCompat.C_Timer.After(0.2, function()
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QuestieTracker:Update()
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end)
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return true
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end
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--- Fires when a quest is turned in
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---@param questId number
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---@param xpReward number
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---@param moneyReward number
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function _QuestEventHandler:QuestTurnedIn(questId, xpReward, moneyReward)
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Questie:Debug(Questie.DEBUG_DEVELOP, "[Quest Event] QUEST_TURNED_IN", xpReward, moneyReward, questId)
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-- Block UpdateQuest from redrawing objective pins while completion is in-flight
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QuestiePlayer.pendingCompleteQuestIds[questId] = true
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if questLog[questId] and questLog[questId].timer then
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-- Cancel the timer so the quest is not marked as abandoned
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questLog[questId].timer:Cancel()
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questLog[questId].timer = nil
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end
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Questie:Debug(Questie.DEBUG_INFO, "Quest:", questId, "was turned in and is completed")
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if questLog[questId] then
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-- There are quests which you just turn in so there is no preceding QUEST_ACCEPTED event and questLog[questId]
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-- is empty
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questLog[questId].state = QUEST_LOG_STATES.QUEST_TURNED_IN
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elseif QuestieCompat.Is335 then
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questLog[questId] = { state = QUEST_LOG_STATES.QUEST_TURNED_IN }
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end
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local parentQuest = QuestieDB.QueryQuestSingle(questId, "parentQuest")
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if parentQuest and parentQuest > 0 then
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-- Quests like "The Warsong Reports" have child quests which are just turned in. These child quests only
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-- fire QUEST_TURNED_IN + QUEST_LOG_UPDATE
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Questie:Debug(Questie.DEBUG_DEVELOP, "Quest:", questId, "Has a Parent Quest - do a full Quest Log check")
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doFullQuestLogScan = true
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end
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local itemName, _, _, quality, _, itemID = GetQuestLogRewardInfo(GetNumQuestLogRewards(questId), questId)
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if (itemID ~= nil or itemName ~= nil) and quality == 1 then
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Questie:Debug(Questie.DEBUG_DEVELOP, "Quest:", questId,
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"Recieved a possible Quest Item - do a full Quest Log check")
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doFullQuestLogScan = true
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skipNextUQLCEvent = false
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else
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skipNextUQLCEvent = true
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end
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QuestLogCache.RemoveQuest(questId)
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QuestieQuest:SetObjectivesDirty(questId) -- is this necessary? should whole quest.Objectives be cleared at some point of quest removal?
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-- Don't immediately mark as complete, wait for QUEST_REMOVED to confirm it was actually turned in
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-- This prevents completed quests from being saved as turned in when abandoned
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-- QuestieQuest:CompleteQuest(questId)
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-- QuestieJourney:CompleteQuest(questId)
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-- QuestieAnnounce:CompletedQuest(questId)
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-- questLog[questId] = nil
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QuestieCombatQueue:Queue(function()
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QuestieTracker:Update()
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end)
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end
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--- Fires when a quest is removed from the quest log. This includes turning it in and abandoning it.
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---@param questId number
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function _QuestEventHandler:QuestRemoved(questId)
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Questie:Debug(Questie.DEBUG_DEVELOP, "[Quest Event] QUEST_REMOVED", questId)
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doFullQuestLogScan = false
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if (not questLog[questId]) then
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questLog[questId] = {}
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end
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-- The party members don't care whether a quest was turned in or abandoned, so we can just broadcast here
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Questie:SendMessage("QC_ID_BROADCAST_QUEST_REMOVE", questId)
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-- QUEST_TURNED_IN was called before QUEST_REMOVED --> quest was turned in
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if questLog[questId].state == QUEST_LOG_STATES.QUEST_TURNED_IN then
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Questie:Debug(Questie.DEBUG_INFO, "Quest:", questId, "was turned in before. Completing quest.")
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-- Ensure the guard is set in case QUEST_REMOVED fires before the combat queue drains
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QuestiePlayer.pendingCompleteQuestIds[questId] = true
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-- Now that we confirmed the quest was actually turned in (not abandoned), mark it as complete
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QuestieQuest:CompleteQuest(questId)
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QuestieJourney:CompleteQuest(questId)
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QuestieAnnounce:CompletedQuest(questId)
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questLog[questId] = nil
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return
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end
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-- QUEST_REMOVED can fire before QUEST_TURNED_IN. If QUEST_TURNED_IN is not called after X seconds the quest
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-- was abandoned.
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--
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-- Capture the completion state NOW, while the quest is still in QuestLogCache. On Ascension some
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-- turn-ins (notably crafting/auto-complete quests) never fire QUEST_TURNED_IN, only QUEST_REMOVED,
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-- so MarkQuestAsAbandoned runs a second later — by which point the cache has been cleared and
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-- IsComplete can no longer tell the quest was finished, causing a turned-in quest to be misclassified
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-- as abandoned (its objective pins / turn-in "?" then linger). Snapshot it here so the timer can
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-- treat a quest that was complete at removal as a completion.
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local completeAtRemoval = QuestieDB.IsComplete(questId)
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questLog[questId] = {
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state = QUEST_LOG_STATES.QUEST_REMOVED,
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completeAtRemoval = completeAtRemoval,
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timer = C_Timer.NewTicker(1, function()
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_QuestEventHandler:MarkQuestAsAbandoned(questId)
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end, 1)
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}
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skipNextUQLCEvent = true
|
|
Questie:Debug(Questie.DEBUG_DEVELOP, "[Quest Event] QUEST_REMOVED - skipNextUQLCEvent - ", skipNextUQLCEvent)
|
|
end
|
|
|
|
---@param questId number
|
|
function _QuestEventHandler:MarkQuestAsAbandoned(questId)
|
|
Questie:Debug(Questie.DEBUG_DEVELOP, "QuestEventHandler:MarkQuestAsAbandoned")
|
|
local questEntry = questLog[questId]
|
|
|
|
-- so we don't attempt to index a nil value.
|
|
if (not questEntry) then
|
|
Questie:Debug(Questie.DEBUG_DEVELOP, "QuestEventHandler:MarkQuestAsAbandoned - questLog entry missing for",
|
|
questId)
|
|
return
|
|
end
|
|
|
|
if questEntry.state == QUEST_LOG_STATES.QUEST_REMOVED then
|
|
-- Check if objectives were completed before the quest was removed.
|
|
-- This handles auto-complete quests that disappear from the log without firing QUEST_TURNED_IN properly.
|
|
-- If objectives were complete, treat it as a completion (not abandonment) so objective pins get hidden.
|
|
local objectivesWereComplete = false
|
|
local quest = QuestieDB.GetQuest(questId)
|
|
-- Prefer the completion state snapshotted at QUEST_REMOVED time (before the cache was
|
|
-- cleared); fall back to a live IsComplete if no snapshot was captured. This reliably
|
|
-- catches turn-ins that skipped QUEST_TURNED_IN so they are completed, not abandoned.
|
|
if questEntry.completeAtRemoval == 1 then
|
|
objectivesWereComplete = true
|
|
end
|
|
if quest then
|
|
local isComplete = QuestieDB.IsComplete(questId)
|
|
objectivesWereComplete = objectivesWereComplete or (isComplete == 1)
|
|
|
|
-- Check for Ebonhold auto-complete quests which might be removed before IsComplete returns 1
|
|
local desc = quest.Description
|
|
if type(desc) == "table" then desc = desc[1] end
|
|
|
|
if (not objectivesWereComplete) and desc and type(desc) == "string" then
|
|
if string.find(desc, "automatically rewarded") then
|
|
Questie:Debug(Questie.DEBUG_INFO, "Quest:", questId, "detected as auto-complete by description")
|
|
objectivesWereComplete = true
|
|
end
|
|
end
|
|
end
|
|
|
|
if objectivesWereComplete then
|
|
-- Objectives were complete, so this was likely an auto-complete quest.
|
|
-- Mark as complete instead of abandoned so objective pins get hidden.
|
|
Questie:Debug(Questie.DEBUG_INFO, "Quest:", questId,
|
|
"objectives were complete - treating as completed (auto-complete quest)")
|
|
questEntry.state = QUEST_LOG_STATES.QUEST_TURNED_IN
|
|
|
|
-- Clear stale objective data so re-accepting this quest later doesn't
|
|
-- inherit Cached "Completed = true" / "isUpdated = true" flags that
|
|
-- would cause PopulateObjectiveNotes to skip drawing map pins.
|
|
if quest then
|
|
quest.Objectives = {}
|
|
quest.WasComplete = nil
|
|
quest.isComplete = nil
|
|
end
|
|
QuestieQuest:SetObjectivesDirty(questId)
|
|
|
|
QuestLogCache.RemoveQuest(questId)
|
|
QuestieQuest:CompleteQuest(questId)
|
|
QuestieJourney:CompleteQuest(questId)
|
|
QuestieAnnounce:CompletedQuest(questId)
|
|
questLog[questId] = nil
|
|
else
|
|
Questie:Debug(Questie.DEBUG_INFO, "Quest:", questId, "was abandoned")
|
|
questEntry.state = QUEST_LOG_STATES.QUEST_ABANDONED
|
|
|
|
QuestLogCache.RemoveQuest(questId)
|
|
QuestieQuest:SetObjectivesDirty(questId) -- is this necessary? should whole quest.Objectives be cleared at some point of quest removal?
|
|
|
|
QuestieQuest:AbandonedQuest(questId)
|
|
QuestieJourney:AbandonQuest(questId)
|
|
QuestieAnnounce:AbandonedQuest(questId)
|
|
questLog[questId] = nil
|
|
end
|
|
end
|
|
end
|
|
|
|
---Fires when the quest log changed in any way. This event fires very often!
|
|
function _QuestEventHandler:QuestLogUpdate()
|
|
Questie:Debug(Questie.DEBUG_DEVELOP, "[Quest Event] QUEST_LOG_UPDATE")
|
|
|
|
local continueQueuing = true
|
|
-- Some of the other quest event didn't have the required information and ordered to wait for the next QLU.
|
|
-- We are now calling the function which the event added.
|
|
while continueQueuing and next(questLogUpdateQueue) do
|
|
continueQueuing = _QuestLogUpdateQueue:GetFirst()()
|
|
end
|
|
|
|
if doFullQuestLogScan then
|
|
doFullQuestLogScan = false
|
|
-- Function call updates doFullQuestLogScan. Order matters.
|
|
_QuestEventHandler:UpdateAllQuests()
|
|
else
|
|
_QuestEventHandler:CleanupRemovedQuestsFallback()
|
|
QuestieCombatQueue:Queue(function()
|
|
QuestieTracker:Update()
|
|
end)
|
|
end
|
|
end
|
|
|
|
--- Fires whenever a quest objective progressed
|
|
---@param questId number
|
|
function _QuestEventHandler:QuestWatchUpdate(questId)
|
|
Questie:Debug(Questie.DEBUG_DEVELOP, "[Quest Event] QUEST_WATCH_UPDATE", questId)
|
|
|
|
-- We do a full scan even though we have the questId because many QUEST_WATCH_UPDATE can fire before
|
|
-- a QUEST_LOG_UPDATE. Also not every QUEST_WATCH_UPDATE gets a single QUEST_LOG_UPDATE and doing a full
|
|
-- scan is less error prone
|
|
doFullQuestLogScan = true
|
|
end
|
|
|
|
local _UnitQuestLogChangedCallback = function()
|
|
-- We also check in here because UNIT_QUEST_LOG_CHANGED is fired before the relevant events
|
|
-- (Accept, removed, ...)
|
|
if (not skipNextUQLCEvent) then
|
|
doFullQuestLogScan = true
|
|
else
|
|
doFullQuestLogScan = false
|
|
skipNextUQLCEvent = false
|
|
Questie:Debug(Questie.DEBUG_INFO, "Skipping UnitQuestLogChanged")
|
|
end
|
|
return true
|
|
end
|
|
|
|
--- Fires when an objective changed in the quest log of the unitTarget. The required data is not available yet though
|
|
---@param unitTarget string
|
|
function _QuestEventHandler:UnitQuestLogChanged(unitTarget)
|
|
Questie:Debug(Questie.DEBUG_DEVELOP, "[Quest Event] UNIT_QUEST_LOG_CHANGED", unitTarget)
|
|
Questie:Debug(Questie.DEBUG_DEVELOP, "[Quest Event] UNIT_QUEST_LOG_CHANGED - skipNextUQLCEvent - ", skipNextUQLCEvent)
|
|
|
|
-- There seem to be quests which don't trigger a QUEST_WATCH_UPDATE.
|
|
-- We don't add a full check to the queue if skipNextUQLCEvent == true (from QUEST_WATCH_UPDATE or QUEST_TURNED_IN)
|
|
if (not skipNextUQLCEvent) then
|
|
doFullQuestLogScan = true
|
|
_QuestLogUpdateQueue:Insert(_UnitQuestLogChangedCallback)
|
|
else
|
|
Questie:Debug(Questie.DEBUG_INFO, "Skipping UnitQuestLogChanged")
|
|
end
|
|
skipNextUQLCEvent = false
|
|
end
|
|
|
|
-- Fallback cleanup: some servers remove quests without firing QUEST_REMOVED reliably.
|
|
-- This compares Questie's currentQuestlog vs the game's quest log and removes stale quests.
|
|
function _QuestEventHandler:CleanupRemovedQuestsFallback()
|
|
local gameQuestIds = {}
|
|
local numEntries = select(1, GetNumQuestLogEntries()) or 0
|
|
for questLogIndex = 1, numEntries do
|
|
local title, level, questTag, isHeader, isCollapsed, isComplete, isDaily, qid = GetQuestLogTitle(questLogIndex)
|
|
if title and qid and qid > 0 and (not isHeader) then
|
|
gameQuestIds[qid] = true
|
|
end
|
|
end
|
|
|
|
if QuestiePlayer and QuestiePlayer.currentQuestlog then
|
|
local removedQuestIds = {}
|
|
for questId in pairs(QuestiePlayer.currentQuestlog) do
|
|
if questId and questId > 0 and (not gameQuestIds[questId]) then
|
|
removedQuestIds[#removedQuestIds + 1] = questId
|
|
end
|
|
end
|
|
|
|
for i = 1, #removedQuestIds do
|
|
local questId = removedQuestIds[i]
|
|
|
|
-- Quest disappeared from log (abandoned or auto-turned-in)
|
|
-- Check if this quest was confirmed as turned in (not just objectives complete)
|
|
local wasTurnedIn = questLog[questId] and questLog[questId].state == QUEST_LOG_STATES.QUEST_TURNED_IN
|
|
local wasAlreadyComplete = Questie.db.char.complete and Questie.db.char.complete[questId]
|
|
|
|
QuestLogCache.RemoveQuest(questId)
|
|
QuestieQuest:SetObjectivesDirty(questId)
|
|
|
|
-- Only mark as complete if it was actually turned in OR already marked complete from previous session
|
|
-- Don't use quest.WasComplete because that's set when objectives complete, not when quest is turned in
|
|
if wasTurnedIn or wasAlreadyComplete then
|
|
QuestieQuest:CompleteQuest(questId)
|
|
else
|
|
QuestieQuest:AbandonedQuest(questId)
|
|
QuestieJourney:AbandonQuest(questId)
|
|
QuestieAnnounce:AbandonedQuest(questId)
|
|
end
|
|
|
|
questLog[questId] = nil
|
|
end
|
|
|
|
if #removedQuestIds > 0 then
|
|
QuestieNameplate:UpdateNameplate()
|
|
QuestieCombatQueue:Queue(function()
|
|
QuestieTracker:Update()
|
|
end)
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Does a full scan of the quest log and updates every quest that is in the QUEST_ACCEPTED state and which hash changed
|
|
--- since the last check
|
|
function _QuestEventHandler:UpdateAllQuests()
|
|
Questie:Debug(Questie.DEBUG_INFO, "Running full questlog check")
|
|
local questIdsToCheck = {}
|
|
|
|
-- TODO replace with a ready table so no need to generate at each call
|
|
for questId, data in pairs(questLog) do
|
|
if data.state == QUEST_LOG_STATES.QUEST_ACCEPTED then
|
|
questIdsToCheck[questId] = true
|
|
end
|
|
end
|
|
|
|
local cacheMiss, changes = QuestLogCache.CheckForChanges(questIdsToCheck)
|
|
|
|
if next(changes) then
|
|
for questId, objIds in pairs(changes) do
|
|
--Questie:Debug(Questie.DEBUG_INFO, "Quest:", questId, "objectives:", table.concat(objIds, ","), "will be updated")
|
|
Questie:Debug(Questie.DEBUG_INFO, "Quest:", questId, "will be updated")
|
|
QuestieQuest:SetObjectivesDirty(questId)
|
|
|
|
QuestieNameplate:UpdateNameplate()
|
|
QuestieQuest:UpdateQuest(questId)
|
|
end
|
|
QuestieCombatQueue:Queue(function()
|
|
C_Timer.After(1.0, function()
|
|
QuestieTracker:Update()
|
|
end)
|
|
end)
|
|
else
|
|
Questie:Debug(Questie.DEBUG_INFO, "Nothing to update")
|
|
end
|
|
|
|
|
|
_QuestEventHandler:CleanupRemovedQuestsFallback()
|
|
|
|
-- Do UpdateAllQuests() again at next QUEST_LOG_UPDATE if there was "cacheMiss" (game's cache and addon's cache didn't have all required data yet)
|
|
doFullQuestLogScan = doFullQuestLogScan or cacheMiss
|
|
end
|
|
|
|
local lastTimeQuestRelatedFrameClosedEvent = -1
|
|
--- Blizzard does not fire any event when quest items are received or retrieved from sources other than looting.
|
|
--- So we hook events which fires once or twice after closing certain frames and do a full quest log check.
|
|
function _QuestEventHandler:QuestRelatedFrameClosed(event)
|
|
local now = math.floor(GetTime())
|
|
-- Don't do update if event fired twice
|
|
if lastTimeQuestRelatedFrameClosedEvent ~= now then
|
|
Questie:Debug(Questie.DEBUG_DEVELOP, "[Quest Event]", event)
|
|
|
|
lastTimeQuestRelatedFrameClosedEvent = now
|
|
_QuestEventHandler:UpdateAllQuests()
|
|
QuestieTracker:Update()
|
|
end
|
|
end
|
|
|
|
function _QuestEventHandler:ReputationChange()
|
|
Questie:Debug(Questie.DEBUG_DEVELOP, "[Quest Event] CHAT_MSG_COMBAT_FACTION_CHANGE")
|
|
|
|
-- Reputational quest progression doesn't fire UNIT_QUEST_LOG_CHANGED event, only QUEST_LOG_UPDATE event.
|
|
doFullQuestLogScan = true
|
|
end
|
|
|
|
--- Helper function to insert a callback to the questLogUpdateQueue and increase the index
|
|
function _QuestLogUpdateQueue:Insert(callback)
|
|
questLogUpdateQueue[questLogUpdateQueueSize] = callback
|
|
questLogUpdateQueueSize = questLogUpdateQueueSize + 1
|
|
end
|
|
|
|
--- Helper function to retrieve the first element of questLogUpdateQueue
|
|
---@return function @The callback that was inserted first into questLogUpdateQueue
|
|
function _QuestLogUpdateQueue:GetFirst()
|
|
questLogUpdateQueueSize = questLogUpdateQueueSize - 1
|
|
return tableRemove(questLogUpdateQueue, 1)
|
|
end
|
|
|
|
local trackerMinimizedByDungeon = false
|
|
function _QuestEventHandler:ZoneChangedNewArea()
|
|
Questie:Debug(Questie.DEBUG_DEVELOP, "[EVENT] ZONE_CHANGED_NEW_AREA")
|
|
-- By my tests it takes a full 6-7 seconds for the world to load. There are a lot of
|
|
-- backend Questie updates that occur when a player zones in/out of an instance. This
|
|
-- is necessary to get everything back into it's "normal" state after all the updates.
|
|
local isInInstance, instanceType = IsInInstance()
|
|
|
|
if isInInstance then
|
|
C_Timer.After(8, function()
|
|
Questie:Debug(Questie.DEBUG_DEVELOP, "[EVENT] ZONE_CHANGED_NEW_AREA: Entering Instance")
|
|
if Questie.db.profile.hideTrackerInDungeons then
|
|
trackerMinimizedByDungeon = true
|
|
|
|
QuestieCombatQueue:Queue(function()
|
|
QuestieTracker:Collapse()
|
|
end)
|
|
end
|
|
end)
|
|
|
|
-- We only want this to fire outside of an instance if the player isn't dead and we need to reset the Tracker
|
|
elseif (not Questie.db.char.isTrackerExpanded and not UnitIsGhost("player")) and trackerMinimizedByDungeon == true then
|
|
C_Timer.After(8, function()
|
|
Questie:Debug(Questie.DEBUG_DEVELOP, "[EVENT] ZONE_CHANGED_NEW_AREA: Exiting Instance")
|
|
if Questie.db.profile.hideTrackerInDungeons then
|
|
trackerMinimizedByDungeon = false
|
|
|
|
QuestieCombatQueue:Queue(function()
|
|
QuestieTracker:Expand()
|
|
end)
|
|
end
|
|
end)
|
|
end
|
|
end
|
|
|
|
--- Is executed whenever an event is fired and triggers relevant event handling.
|
|
---@param event string
|
|
function _QuestEventHandler:OnEvent(event, ...)
|
|
if event == "QUEST_ACCEPTED" then
|
|
_QuestEventHandler:QuestAccepted(...)
|
|
elseif event == "QUEST_TURNED_IN" then
|
|
_QuestEventHandler:QuestTurnedIn(...)
|
|
elseif event == "QUEST_REMOVED" then
|
|
_QuestEventHandler:QuestRemoved(...)
|
|
elseif event == "QUEST_LOG_UPDATE" then
|
|
_QuestEventHandler:QuestLogUpdate()
|
|
elseif event == "QUEST_WATCH_UPDATE" then
|
|
_QuestEventHandler:QuestWatchUpdate(...)
|
|
elseif event == "UNIT_QUEST_LOG_CHANGED" and select(1, ...) == "player" then
|
|
_QuestEventHandler:UnitQuestLogChanged(...)
|
|
elseif event == "ZONE_CHANGED_NEW_AREA" then
|
|
_QuestEventHandler:ZoneChangedNewArea()
|
|
elseif event == "NEW_RECIPE_LEARNED" then
|
|
Questie:Debug(Questie.DEBUG_DEVELOP, "[EVENT] NEW_RECIPE_LEARNED (QuestEventHandler)")
|
|
doFullQuestLogScan = true -- If this event is related to a spell objective, a QUEST_LOG_UPDATE will be fired afterwards
|
|
elseif event == "BAG_UPDATE_DELAYED" then
|
|
-- Autoloot bots bypass the loot frame entirely, so QUEST_WATCH_UPDATE never fires for bot-looted items.
|
|
-- Additionally, when a bot loots a stack very quickly the server batches the quest-objective counter
|
|
-- updates so C_QuestLog.GetQuestObjectives still returns the OLD count when this event fires.
|
|
-- Strategy:
|
|
-- 1) Immediate scan (catches single-item normal loots and is fast).
|
|
-- 2) Debounce rapid fires to at most one extra scan per 0.3s burst.
|
|
-- 3) Always schedule a follow-up scan 2 s later so the server counter has time to catch up.
|
|
doFullQuestLogScan = true
|
|
_QuestEventHandler:QuestLogUpdate()
|
|
|
|
-- Cancel any pending debounce timer so rapid fires collapse into one.
|
|
if _bagUpdateDebounceTimer then
|
|
_bagUpdateDebounceTimer:Cancel()
|
|
_bagUpdateDebounceTimer = nil
|
|
end
|
|
_bagUpdateDebounceTimer = C_Timer.NewTimer(0.3, function()
|
|
_bagUpdateDebounceTimer = nil
|
|
-- Second scan: picks up any items the immediate scan missed.
|
|
doFullQuestLogScan = true
|
|
_QuestEventHandler:QuestLogUpdate()
|
|
end)
|
|
|
|
-- Follow-up scan: wait for the server's quest counters to reflect the full loot batch.
|
|
if _bagUpdateFollowUpTimer then
|
|
_bagUpdateFollowUpTimer:Cancel()
|
|
end
|
|
_bagUpdateFollowUpTimer = C_Timer.NewTimer(2.0, function()
|
|
_bagUpdateFollowUpTimer = nil
|
|
Questie:Debug(Questie.DEBUG_DEVELOP, "[BAG_UPDATE_DELAYED] Follow-up scan for batch loot bot items")
|
|
doFullQuestLogScan = true
|
|
_QuestEventHandler:QuestLogUpdate()
|
|
end)
|
|
elseif event == "PLAYER_INTERACTION_MANAGER_FRAME_HIDE" then
|
|
local eventType = select(1, ...)
|
|
if eventType == 1 then
|
|
event = "TRADE_CLOSED"
|
|
elseif eventType == 5 then
|
|
event = "MERCHANT_CLOSED"
|
|
elseif eventType == 8 then
|
|
event = "BANKFRAME_CLOSED"
|
|
elseif eventType == 10 then
|
|
event = "GUILDBANKFRAME_CLOSED"
|
|
elseif eventType == 12 then
|
|
event = "VENDOR_CLOSED"
|
|
elseif eventType == 17 then
|
|
event = "MAIL_CLOSED"
|
|
elseif eventType == 21 then
|
|
event = "AUCTION_HOUSE_CLOSED"
|
|
else
|
|
-- Unknown event which we will simply ignore
|
|
return
|
|
end
|
|
_QuestEventHandler:QuestRelatedFrameClosed(event)
|
|
elseif event == "CHAT_MSG_COMBAT_FACTION_CHANGE" then
|
|
_QuestEventHandler:ReputationChange()
|
|
end
|
|
end
|