---@class QuestieDB local QuestieDB = QuestieLoader:CreateModule("QuestieDB") ---@type QuestieDBPrivate QuestieDB.private = QuestieDB.private or {} ---@class QuestieDBPrivate local _QuestieDB = QuestieDB.private ------------------------- --Import modules. ------------------------- ---@type QuestieLib local QuestieLib = QuestieLoader:ImportModule("QuestieLib") ---@type QuestiePlayer local QuestiePlayer = QuestieLoader:ImportModule("QuestiePlayer") ---@type QuestieCorrections local QuestieCorrections = QuestieLoader:ImportModule("QuestieCorrections") ---@type QuestieProfessions local QuestieProfessions = QuestieLoader:ImportModule("QuestieProfessions") ---@type DailyQuests local DailyQuests = QuestieLoader:ImportModule("DailyQuests") ---@type QuestieReputation local QuestieReputation = QuestieLoader:ImportModule("QuestieReputation") ---@type QuestieEvent local QuestieEvent = QuestieLoader:ImportModule("QuestieEvent") ---@type DBCompiler local QuestieDBCompiler = QuestieLoader:ImportModule("DBCompiler") ---@type ZoneDB local ZoneDB = QuestieLoader:ImportModule("ZoneDB") ---@type l10n local l10n = QuestieLoader:ImportModule("l10n") ---@type QuestLogCache local QuestLogCache = QuestieLoader:ImportModule("QuestLogCache") ---@type QuestieQuest local QuestieQuest = QuestieLoader:ImportModule("QuestieQuest") ---@type QuestieQuestPrivate local _QuestieQuest = QuestieQuest.private --- A list of quests that will never be available, used to quickly skip quests. ---@alias AutoBlacklistString "rep"|"skill"|"race"|"class" ---@type table QuestieDB.autoBlacklist = {} local tinsert = table.insert local bitband = bit.band -- questFlags https://github.com/cmangos/issues/wiki/Quest_template#questflags local QUEST_FLAGS_DAILY = 4096 local QUEST_FLAGS_WEEKLY = 32768 -- Pre calculated 2 * QUEST_FLAGS, for testing a bit flag local QUEST_FLAGS_DAILY_X2 = 2 * QUEST_FLAGS_DAILY local QUEST_FLAGS_WEEKLY_X2 = 2 * QUEST_FLAGS_WEEKLY --- COMPATIBILITY --- local WOW_PROJECT_ID = QuestieCompat.WOW_PROJECT_ID local WOW_PROJECT_CLASSIC = QuestieCompat.WOW_PROJECT_CLASSIC local C_QuestLog = QuestieCompat.C_QuestLog local GetQuestTagInfo = QuestieCompat.GetQuestTagInfo local IsPlayerSpell = QuestieCompat.IsPlayerSpell local IsSpellKnownOrOverridesKnown = QuestieCompat.IsSpellKnownOrOverridesKnown local IsQuestFlaggedCompleted = QuestieCompat.IsQuestFlaggedCompleted or C_QuestLog.IsQuestFlaggedCompleted --- Tag corrections for quests for which the API returns the wrong values. --- Strucute: [questId] = {tagId, "questType"} ---@type table local questTagCorrections = { [373] = {81, "Dungeon"}, [4146] = {81, "Dungeon"}, [5342] = {0, ""}, [5344] = {0, ""}, [6846] = {41, "PvP"}, [6901] = {41, "PvP"}, [7001] = {41, "PvP"}, [7027] = {41, "PvP"}, [7161] = {41, "PvP"}, [7162] = {41, "PvP"}, [7841] = {0, ""}, [7842] = {0, ""}, [7843] = {0, ""}, [8122] = {41, "PvP"}, [8386] = {41, "PvP"}, [8404] = {41, "PvP"}, [8405] = {41, "PvP"}, [8406] = {41, "PvP"}, [8407] = {41, "PvP"}, [8408] = {41, "PvP"}, [12170] = {41, "PvP"}, [12244] = {41, "PvP"}, [12268] = {41, "PvP"}, [12270] = {41, "PvP"}, [12280] = {41, "PvP"}, [12284] = {41, "PvP"}, [12288] = {41, "PvP"}, [12289] = {41, "PvP"}, [12296] = {41, "PvP"}, [12314] = {41, "PvP"}, [12315] = {41, "PvP"}, [12316] = {41, "PvP"}, [12317] = {41, "PvP"}, [12323] = {41, "PvP"}, [12324] = {41, "PvP"}, [12432] = {41, "PvP"}, [12433] = {41, "PvP"}, [12434] = {41, "PvP"}, [12437] = {41, "PvP"}, [12443] = {41, "PvP"}, [12446] = {41, "PvP"}, [13199] = {41, "PvP"}, [78680] = {1, "Elite"}, [78681] = {1, "Elite"}, [78684] = {1, "Elite"}, [80098] = {1, "Elite"}, [80147] = {1, "Elite"}, [80148] = {1, "Elite"}, [80149] = {1, "Elite"}, [80150] = {1, "Elite"}, [80151] = {1, "Elite"}, [80152] = {1, "Elite"}, [90014] = {1, "Elite"}, [90054] = {1, "Elite"}, [90070] = {1, "Elite"}, [90081] = {1, "Elite"}, [90091] = {1, "Elite"}, [90094] = {1, "Elite"}, [90113] = {1, "Elite"}, [90114] = {1, "Elite"}, [90116] = {1, "Elite"}, [90119] = {1, "Elite"}, [90122] = {1, "Elite"}, [90151] = {1, "Elite"}, [90152] = {1, "Elite"}, [90159] = {1, "Elite"}, [90163] = {1, "Elite"}, [90166] = {1, "Elite"}, [90169] = {1, "Elite"}, [90175] = {1, "Elite"}, [90190] = {1, "Elite"}, [90202] = {1, "Elite"}, [90204] = {1, "Elite"}, [90221] = {1, "Elite"}, [90225] = {1, "Elite"}, [90230] = {1, "Elite"}, [90269] = {1, "Elite"}, [90271] = {1, "Elite"}, } -- race bitmask data, for easy access local VANILLA = WOW_PROJECT_ID == WOW_PROJECT_CLASSIC QuestieDB.raceKeys = { ALL_ALLIANCE = VANILLA and 77 or 1101, ALL_HORDE = VANILLA and 178 or 690, NONE = 0, HUMAN = 1, ORC = 2, DWARF = 4, NIGHT_ELF = 8, UNDEAD = 16, TAUREN = 32, GNOME = 64, TROLL = 128, --GOBLIN = 256, BLOOD_ELF = 512, DRAENEI = 1024 } -- Combining these with "and" makes the order matter -- 1 and 2 ~= 2 and 1 QuestieDB.classKeys = { NONE = 0, WARRIOR = 1, PALADIN = 2, HUNTER = 4, ROGUE = 8, PRIEST = 16, DEATH_KNIGHT = 32, SHAMAN = 64, MAGE = 128, WARLOCK = 256, DRUID = 1024 } QuestieDB.specialFlags = { REPEATABLE = 1, } _QuestieDB.questCache = {}; -- stores quest objects so they dont need to be regenerated _QuestieDB.itemCache = {}; _QuestieDB.npcCache = {}; _QuestieDB.objectCache = {}; _QuestieDB.zoneCache = {}; ---A Memoized table for function Quest:CheckRace --- ---Usage: checkRace[requiredRaces] ---@type table local checkRace ---A Memoized table for function Quest:CheckClass --- ---Usage: checkRace[requiredClasses] ---@type table local checkClass ---QuestieCorrections.hiddenQuests local QuestieCorrectionshiddenQuests ---Questie.db.char.hidden local Questiedbcharhidden QuestieDB.itemDataOverrides = {} QuestieDB.npcDataOverrides = {} QuestieDB.objectDataOverrides = {} QuestieDB.questDataOverrides = {} QuestieDB.activeChildQuests = {} function QuestieDB:Initialize() StaticPopupDialogs["QUESTIE_DATABASE_ERROR"] = { -- /run StaticPopup_Show ("QUESTIE_DATABASE_ERROR") text = l10n("There was a problem initializing Questie's database. This can usually be fixed by recompiling the database."), button1 = l10n("Recompile Database"), button2 = l10n("Don't show again"), OnAccept = function() if Questie.IsSoD then Questie.db.global.sod.dbIsCompiled = false else Questie.db.global.dbIsCompiled = false end ReloadUI() end, OnDecline = function() Questie.db.profile.disableDatabaseWarnings = true end, OnShow = function(self) self:SetFrameStrata("TOOLTIP") end, timeout = 0, whileDead = true, hideOnEscape = false, preferredIndex = 3 } -- For now we store both, the SoD database and the Era/HC database local npcBin, npcPtrs, questBin, questPtrs, objBin, objPtrs, itemBin, itemPtrs if Questie.IsSoD then npcBin = Questie.db.global.sod.npcBin npcPtrs = Questie.db.global.sod.npcPtrs questBin = Questie.db.global.sod.questBin questPtrs = Questie.db.global.sod.questPtrs objBin = Questie.db.global.sod.objBin objPtrs = Questie.db.global.sod.objPtrs itemBin = Questie.db.global.sod.itemBin itemPtrs = Questie.db.global.sod.itemPtrs else npcBin = Questie.db.global.npcBin npcPtrs = Questie.db.global.npcPtrs questBin = Questie.db.global.questBin questPtrs = Questie.db.global.questPtrs objBin = Questie.db.global.objBin objPtrs = Questie.db.global.objPtrs itemBin = Questie.db.global.itemBin itemPtrs = Questie.db.global.itemPtrs end QuestieDB.QueryNPC = QuestieDBCompiler:GetDBHandle(npcBin, npcPtrs, QuestieDBCompiler:BuildSkipMap(QuestieDB.npcCompilerTypes, QuestieDB.npcCompilerOrder), QuestieDB.npcKeys, QuestieDB.npcDataOverrides) QuestieDB.QueryQuest = QuestieDBCompiler:GetDBHandle(questBin, questPtrs, QuestieDBCompiler:BuildSkipMap(QuestieDB.questCompilerTypes, QuestieDB.questCompilerOrder), QuestieDB.questKeys, QuestieDB.questDataOverrides) QuestieDB.QueryObject = QuestieDBCompiler:GetDBHandle(objBin, objPtrs, QuestieDBCompiler:BuildSkipMap(QuestieDB.objectCompilerTypes, QuestieDB.objectCompilerOrder), QuestieDB.objectKeys, QuestieDB.objectDataOverrides) QuestieDB.QueryItem = QuestieDBCompiler:GetDBHandle(itemBin, itemPtrs, QuestieDBCompiler:BuildSkipMap(QuestieDB.itemCompilerTypes, QuestieDB.itemCompilerOrder), QuestieDB.itemKeys, QuestieDB.itemDataOverrides) QuestieDB._QueryQuestSingle = QuestieDB.QueryQuest.QuerySingle QuestieDB._QueryNPCSingle = QuestieDB.QueryNPC.QuerySingle QuestieDB._QueryObjectSingle = QuestieDB.QueryObject.QuerySingle QuestieDB._QueryItemSingle = QuestieDB.QueryItem.QuerySingle QuestieDB.NPCPointers = QuestieDB.QueryNPC.pointers QuestieDB.QuestPointers = QuestieDB.QueryQuest.pointers QuestieDB.ObjectPointers = QuestieDB.QueryObject.pointers QuestieDB.ItemPointers = QuestieDB.QueryItem.pointers QuestieDB._QueryNPC = QuestieDB.QueryNPC.Query QuestieDB._QueryQuest = QuestieDB.QueryQuest.Query QuestieDB._QueryObject = QuestieDB.QueryObject.Query QuestieDB._QueryItem = QuestieDB.QueryItem.Query QuestieDB.QueryNPC = QuestieDB._QueryNPC QuestieDB.QueryQuest = QuestieDB._QueryQuest QuestieDB.QueryObject = QuestieDB._QueryObject QuestieDB.QueryItem = QuestieDB._QueryItem QuestieDB.QueryQuestSingle = QuestieDB._QueryQuestSingle QuestieDB.QueryNPCSingle = QuestieDB._QueryNPCSingle QuestieDB.QueryObjectSingle = QuestieDB._QueryObjectSingle QuestieDB.QueryItemSingle = QuestieDB._QueryItemSingle -- data has been corrected, ensure cache is empty (something might have accessed the api before questie initialized) _QuestieDB.questCache = {}; _QuestieDB.itemCache = {}; _QuestieDB.npcCache = {}; _QuestieDB.objectCache = {}; _QuestieDB.zoneCache = {}; --? This improves performance a lot, the regular functions still work but this is much faster because i caches checkRace = QuestieLib:TableMemoizeFunction(QuestiePlayer.HasRequiredRace) checkClass = QuestieLib:TableMemoizeFunction(QuestiePlayer.HasRequiredClass) --? Set the localized versions of these. QuestieCorrectionshiddenQuests = QuestieCorrections.hiddenQuests Questiedbcharhidden = Questie.db.char.hidden end function QuestieDB:GetObject(objectId) if not objectId then return nil end if _QuestieDB.objectCache[objectId] then return _QuestieDB.objectCache[objectId]; end --local rawdata = QuestieDB.objectData[objectId]; local rawdata = QuestieDB.QueryObject(objectId, QuestieDB._objectAdapterQueryOrder) if not rawdata then Questie:Debug(Questie.DEBUG_CRITICAL, "[QuestieDB:GetObject] rawdata is nil for objectID:", objectId) return nil end local obj = { id = objectId, type = "object" } for stringKey, intKey in pairs(QuestieDB.objectKeys) do obj[stringKey] = rawdata[intKey] end --_QuestieDB.objectCache[objectId] = obj; return obj; end function QuestieDB:GetItem(itemId) if (not itemId) or (itemId == 0) then return nil end if _QuestieDB.itemCache[itemId] then return _QuestieDB.itemCache[itemId]; end local rawdata = QuestieDB.QueryItem(itemId, QuestieDB._itemAdapterQueryOrder) if not rawdata then Questie:Debug(Questie.DEBUG_CRITICAL, "[QuestieDB:GetItem] rawdata is nil for itemID:", itemId) return nil end local item = { Id = itemId, Sources = {}, Hidden = QuestieCorrections.questItemBlacklist[itemId] } for stringKey, intKey in pairs(QuestieDB.itemKeys) do item[stringKey] = rawdata[intKey] end local sources = item.Sources if rawdata[QuestieDB.itemKeys.npcDrops] then for _, npcId in pairs(rawdata[QuestieDB.itemKeys.npcDrops]) do sources[#sources+1] = { Id = npcId, Type = "monster", } end end if rawdata[QuestieDB.itemKeys.vendors] then for _, npcId in pairs(rawdata[QuestieDB.itemKeys.vendors]) do sources[#sources+1] = { Id = npcId, Type = "monster", } end end if rawdata[QuestieDB.itemKeys.objectDrops] then for _, v in pairs(rawdata[QuestieDB.itemKeys.objectDrops]) do sources[#sources+1] = { Id = v, Type = "object", } end end return item end ---@param questId number ---@return boolean function QuestieDB.IsRepeatable(questId) local flags = QuestieDB.QueryQuestSingle(questId, "specialFlags") return flags and bitband(flags, 1) ~= 0 end ---@param questId number ---@return boolean function QuestieDB.IsDailyQuest(questId) local flags = QuestieDB.QueryQuestSingle(questId, "questFlags") -- test a bit flag: (value % (2*flag) >= flag) return flags and (flags % QUEST_FLAGS_DAILY_X2) >= QUEST_FLAGS_DAILY end ---@param questId number ---@return boolean function QuestieDB.IsWeeklyQuest(questId) local flags = QuestieDB.QueryQuestSingle(questId, "questFlags") -- test a bit flag: (value % (2*flag) >= flag) return flags and (flags % QUEST_FLAGS_WEEKLY_X2) >= QUEST_FLAGS_WEEKLY end ---@param questId number ---@return boolean function QuestieDB.IsDungeonQuest(questId) local questType, _ = QuestieDB.GetQuestTagInfo(questId) return questType == 81 end ---@param questId number ---@return boolean function QuestieDB.IsRaidQuest(questId) local questType, _ = QuestieDB.GetQuestTagInfo(questId) return questType == 62 end ---@param questId number ---@return boolean function QuestieDB.IsPvPQuest(questId) local questType, _ = QuestieDB.GetQuestTagInfo(questId) return questType == 41 end ---@param questId number ---@return boolean function QuestieDB.IsGroupQuest(questId) local questType, _ = QuestieDB.GetQuestTagInfo(questId) return questType == 1 end --[[ Commented out because not used anywhere ---@param questId number ---@return boolean function QuestieDB:IsAQWarEffortQuest(questId) return QuestieQuestBlacklist.AQWarEffortQuests[questId] end ]]-- ---@param class string ---@return number function QuestieDB:GetZoneOrSortForClass(class) return QuestieDB.sortKeys[class] end --- Wrapper function for the GetQuestTagInfo API to correct --- quests that are falsely marked by Blizzard ---@param questId number ---@return number|nil questType, string|nil questTag function QuestieDB.GetQuestTagInfo(questId) if questTagCorrections[questId] then return questTagCorrections[questId][1], questTagCorrections[questId][2] end local questType, questTag = GetQuestTagInfo(questId) return questType, questTag end ---@param questId number ---@return boolean function QuestieDB.IsActiveEventQuest(questId) --! If you edit the logic here, also edit in QuestieDB:IsLevelRequirementsFulfilled return QuestieEvent.activeQuests[questId] == true end ---@param exclusiveTo table ---@return boolean function QuestieDB:IsExclusiveQuestInQuestLogOrComplete(exclusiveTo) if (not exclusiveTo) then return false end for _, exId in pairs(exclusiveTo) do if Questie.db.char.complete[exId] then return true end end return false end ---@param questId QuestId ---@param minLevel Level @The level a quest must have at least to be shown ---@param maxLevel Level @The level a quest can have at most to be shown ---@param playerLevel Level? @Pass player level to avoid calling UnitLevel or to use custom level ---@return boolean function QuestieDB.IsLevelRequirementsFulfilled(questId, minLevel, maxLevel, playerLevel) local level, requiredLevel, requiredMaxLevel = QuestieLib.GetTbcLevel(questId, playerLevel) --* QuestiePlayer.currentQuestlog[parentQuestId] logic is from QuestieDB.IsParentQuestActive, if you edit here, also edit there local parentQuestId = QuestieDB.QueryQuestSingle(questId, "parentQuest") if parentQuestId and QuestiePlayer.currentQuestlog[parentQuestId] then -- If the quest is in the player's log already, there's no need to do any logic here, it must already be available return true end --* QuestieEvent.activeQuests[questId] logic is from QuestieDB.IsParentQuestActive, if you edit here, also edit there if (Questie.db.profile.lowLevelStyle ~= Questie.LOWLEVEL_RANGE) and minLevel > requiredLevel and QuestieEvent.activeQuests[questId] then return true end if (Questie.IsSoD == true) and (QuestieDB.IsSoDRuneQuest(questId) == true) and (requiredLevel <= playerLevel) then -- Season of Discovery Rune quests are still shown when trivial return true end if maxLevel >= level then if (Questie.db.profile.lowLevelStyle ~= Questie.LOWLEVEL_ALL) and minLevel > level then -- The quest level is too low and trivial quests are not shown return false end else if (Questie.db.profile.lowLevelStyle == Questie.LOWLEVEL_RANGE) or maxLevel < requiredLevel then -- Either an absolute level range is set and maxLevel < level OR the maxLevel is manually set to a lower value return false end end if maxLevel < requiredLevel then -- Either the players level is not high enough or the maxLevel is manually set to a lower value return false end if requiredMaxLevel ~= 0 and playerLevel > requiredMaxLevel then -- The players level exceeds the requiredMaxLevel of a quest return false end return true end ---@param parentID number ---@return boolean function QuestieDB.IsParentQuestActive(parentID) --! If you edit the logic here, also edit in QuestieDB:IsLevelRequirementsFulfilled if (not parentID) or (parentID == 0) then return false end if QuestiePlayer.currentQuestlog[parentID] then return true end return false end ---@param preQuestGroup table ---@return boolean function QuestieDB:IsPreQuestGroupFulfilled(preQuestGroup) if not preQuestGroup then return true end for preQuestIndex=1, #preQuestGroup do -- If a quest is not complete and no exlusive quest is complete, the requirement is not fulfilled if not Questie.db.char.complete[preQuestGroup[preQuestIndex]] then local preQuest = QuestieDB.QueryQuestSingle(preQuestGroup[preQuestIndex], "exclusiveTo") if (not preQuest) then return false end local anyExlusiveFinished = false for i=1, #preQuest do if Questie.db.char.complete[preQuest[i]] then anyExlusiveFinished = true end end if not anyExlusiveFinished then return false end end end -- All preQuests are complete return true end ---@param preQuestSingle number[] ---@return boolean function QuestieDB:IsPreQuestSingleFulfilled(preQuestSingle) if (not preQuestSingle) then return true end for preQuestIndex=1, #preQuestSingle do -- If a quest is complete the requirement is fulfilled if Questie.db.char.complete[preQuestSingle[preQuestIndex]] then return true end end -- No preQuest is complete return false end ---@param questId number ---@param debugPrint boolean? -- if true, IsDoable will print conclusions to debug channel ---@return boolean function QuestieDB.IsDoable(questId, debugPrint) --! Before changing any logic in QuestieDB.IsDoable, make sure --! to mirror the same logic to QuestieDB.IsDoableVerbose! -- IsDoable determines if the player is currently eligible for -- a quest, and returns that result as true/false in order to -- programmatically show/hide quests and determine further logic. -- IsDoableVerbose does the same logic, but returns human-readable -- explanations as a string for display in the UI. -- These functions are maintained separately for performance, -- because IsDoable is often called in a loop through every -- quest in the DB in order to update icons, while -- IsDoableVerbose is only called manually by the user. -- These are localized in the init function if QuestieCorrectionshiddenQuests[questId] then if debugPrint then Questie:Debug(Questie.DEBUG_SPAM, "[QuestieDB.IsDoable] Quest " .. questId .. " is hidden automatically!") end return false end if Questiedbcharhidden[questId] then if debugPrint then Questie:Debug(Questie.DEBUG_SPAM, "[QuestieDB.IsDoable] Quest " .. questId .. " is hidden manually!") end return false end if C_QuestLog.IsOnQuest(questId) == true then if debugPrint then Questie:Debug(Questie.DEBUG_SPAM, "[QuestieDB.IsDoable] Quest " .. questId .. " is eligible because Player is on the quest!") end return true end if QuestieDB.activeChildQuests[questId] then -- The parent quest is active, so this quest is doable if debugPrint then Questie:Debug(Questie.DEBUG_SPAM, "[QuestieDB.IsDoable] Quest " .. questId .. " is eligible because it's a child quest and the parent is active!") end return true -- this scenario actually returns true, so it skips the rest of the later checks, because -- if we're on the parent quest then we implicitly know all other requirements are met end local requiredRaces = QuestieDB.QueryQuestSingle(questId, "requiredRaces") if (requiredRaces and not checkRace[requiredRaces]) then QuestieDB.autoBlacklist[questId] = "race" if debugPrint then Questie:Debug(Questie.DEBUG_SPAM, "[QuestieDB.IsDoable] Race requirement not fulfilled for quest " .. questId) end return false end -- Check the preQuestSingle field where just one of the required quests has to be complete for a quest to show up local preQuestSingle = QuestieDB.QueryQuestSingle(questId, "preQuestSingle") if preQuestSingle then local isPreQuestSingleFulfilled = QuestieDB:IsPreQuestSingleFulfilled(preQuestSingle) if not isPreQuestSingleFulfilled then if debugPrint then Questie:Debug(Questie.DEBUG_SPAM, "[QuestieDB.IsDoable] Pre-quest requirement not fulfilled for quest " .. questId) end return false end end local requiredClasses = QuestieDB.QueryQuestSingle(questId, "requiredClasses") if (requiredClasses and not checkClass[requiredClasses]) then QuestieDB.autoBlacklist[questId] = "class" if debugPrint then Questie:Debug(Questie.DEBUG_SPAM, "[QuestieDB.IsDoable] Class requirement not fulfilled for quest " .. questId) end return false end local requiredMinRep = QuestieDB.QueryQuestSingle(questId, "requiredMinRep") local requiredMaxRep = QuestieDB.QueryQuestSingle(questId, "requiredMaxRep") if (requiredMinRep or requiredMaxRep) then local aboveMinRep, hasMinFaction, belowMaxRep, hasMaxFaction = QuestieReputation:HasFactionAndReputationLevel(requiredMinRep, requiredMaxRep) if (not ((aboveMinRep and hasMinFaction) and (belowMaxRep and hasMaxFaction))) then --- If we haven't got the faction for min or max we blacklist it if not hasMinFaction or not hasMaxFaction then -- or not belowMaxRep -- This is something we could have done, but would break if you rep downwards QuestieDB.autoBlacklist[questId] = "rep" end if debugPrint then Questie:Debug(Questie.DEBUG_SPAM, "[QuestieDB.IsDoable] Player does not meet reputation requirements for quest " .. questId) end return false end end local requiredSkill = QuestieDB.QueryQuestSingle(questId, "requiredSkill") if (requiredSkill) then local hasProfession, hasSkillLevel = QuestieProfessions:HasProfessionAndSkillLevel(requiredSkill) if (not (hasProfession and hasSkillLevel)) then --? We haven't got the profession so we blacklist it. if(not hasProfession) then QuestieDB.autoBlacklist[questId] = "skill" end if debugPrint then Questie:Debug(Questie.DEBUG_SPAM, "[QuestieDB.IsDoable] Player does not meet profession requirements for quest " .. questId) end return false end end --? PreQuestGroup and PreQuestSingle are mutualy exclusive to eachother and preQuestSingle is more prevalent --? Only try group if single does not exist. if not preQuestSingle then -- Check the preQuestGroup field where every required quest has to be complete for a quest to show up local preQuestGroup = QuestieDB.QueryQuestSingle(questId, "preQuestGroup") if preQuestGroup then local isPreQuestGroupFulfilled = QuestieDB:IsPreQuestGroupFulfilled(preQuestGroup) if not isPreQuestGroupFulfilled then if debugPrint then Questie:Debug(Questie.DEBUG_SPAM, "[QuestieDB.IsDoable] Group pre-quest requirement not fulfilled for quest " .. questId) end return false end end end local parentQuest = QuestieDB.QueryQuestSingle(questId, "parentQuest") if parentQuest and parentQuest ~= 0 then if debugPrint then Questie:Debug(Questie.DEBUG_SPAM, "[QuestieDB.IsDoable] Quest " .. questId .. " has an inactive parent quest") end return false end local nextQuestInChain = QuestieDB.QueryQuestSingle(questId, "nextQuestInChain") if nextQuestInChain and nextQuestInChain ~= 0 then if Questie.db.char.complete[nextQuestInChain] or QuestiePlayer.currentQuestlog[nextQuestInChain] then if debugPrint then Questie:Debug(Questie.DEBUG_SPAM, "[QuestieDB.IsDoable] Follow up quests already completed or in the quest log for quest " .. questId) end return false end end -- Check if a quest which is exclusive to the current has already been completed or accepted -- If yes the current quest can't be accepted local ExclusiveQuestGroup = QuestieDB.QueryQuestSingle(questId, "exclusiveTo") if ExclusiveQuestGroup then -- fix (DO NOT REVERT, tested thoroughly) for _, v in pairs(ExclusiveQuestGroup) do if Questie.db.char.complete[v] or QuestiePlayer.currentQuestlog[v] then if debugPrint then Questie:Debug(Questie.DEBUG_SPAM, "[QuestieDB.IsDoable] Player has completed a quest exclusive with quest " .. questId) end return false end end end if (not DailyQuests:IsActiveDailyQuest(questId)) then if debugPrint then Questie:Debug(Questie.DEBUG_SPAM, "[QuestieDB.IsDoable] Quest " .. questId .. " is a daily quest which isn't active today!") end return false end local requiredSpecialization = QuestieDB.QueryQuestSingle(questId, "requiredSpecialization") if (requiredSpecialization) and (requiredSpecialization > 0) then local hasSpecialization = QuestieProfessions:HasSpecialization(requiredSpecialization) if (not hasSpecialization) then if debugPrint then Questie:Debug(Questie.DEBUG_SPAM, "[QuestieDB.IsDoable] Player does not meet profession specialization requirements for quest " .. questId) end return false end end local requiredSpell = QuestieDB.QueryQuestSingle(questId, "requiredSpell") if (requiredSpell) and (requiredSpell ~= 0) then local hasSpell = IsSpellKnownOrOverridesKnown(math.abs(requiredSpell)) local hasProfSpell = IsPlayerSpell(math.abs(requiredSpell)) if (requiredSpell > 0) and (not hasSpell) and (not hasProfSpell) then --if requiredSpell is positive, we make the quest ineligible if the player does NOT have the spell if debugPrint then Questie:Debug(Questie.DEBUG_SPAM, "[QuestieDB.IsDoable] Player does not meet learned spell requirements for quest " .. questId) end return false elseif (requiredSpell < 0) and (hasSpell or hasProfSpell) then --if requiredSpell is negative, we make the quest ineligible if the player DOES have the spell if debugPrint then Questie:Debug(Questie.DEBUG_SPAM, "[QuestieDB.IsDoable] Player does not meet unlearned spell requirements for quest " .. questId) end return false end end -- Check and see if the Quest requires an achievement before showing as available if _QuestieDB:CheckAchievementRequirements(questId) == false then if debugPrint then Questie:Debug(Questie.DEBUG_SPAM, "[QuestieDB.IsDoable] Player does not meet achievement requirements for quest " .. questId) end return false end return true end ---@param questId number ---@param debugPrint boolean? -- if true, IsDoable will print conclusions to debug channel ---@param returnText boolean? -- if true, IsDoable will return plaintext explanation instead of true/false ---@param returnBrief boolean? -- if true and returnText is true, IsDoable will return a very brief explanation instead of a verbose one ---@return boolean function QuestieDB.IsDoableVerbose(questId, debugPrint, returnText, returnBrief) --! Before changing any logic in QuestieDB.IsDoable, make sure --! to mirror the same logic to QuestieDB.IsDoableVerbose! -- IsDoable determines if the player is currently eligible for -- a quest, and returns that result as true/false in order to -- programmatically show/hide quests and determine further logic. -- IsDoableVerbose does the same logic, but returns human-readable -- explanations as a string for display in the UI. -- These functions are maintained separately for performance, -- because IsDoable is often called in a loop through every -- quest in the DB in order to update icons, while -- IsDoableVerbose is only called manually by the user. if C_QuestLog.IsOnQuest(questId) == true then local msg = "Quest " .. questId .. " is active!" if returnText and returnBrief then return "Eligible: Player is on quest" elseif returnText and not returnBrief then return msg end end -- These are localized in the init function if QuestieCorrectionshiddenQuests[questId] then local msg = "Quest " .. questId .. " is hidden automatically!" if returnText and returnBrief then return "Unknown: Automatically blacklisted" elseif returnText and not returnBrief then return msg end end if Questiedbcharhidden[questId] then local msg = "Quest " .. questId .. " is hidden manually!" if returnText and returnBrief then return "Unknown: Manually blacklisted" elseif returnText and not returnBrief then return msg end end if Questiedbcharhidden[questId] then local msg = "Quest " .. questId .. " is hidden manually!" if returnText and returnBrief then return "Unknown: Manually blacklisted" elseif returnText and not returnBrief then return msg end end if QuestieDB.activeChildQuests[questId] then -- The parent quest is active, so this quest is doable local msg = "Quest " .. questId .. " is eligible because it's a child quest and the parent is active!" if returnText and returnBrief then return "Eligible: Parent active" elseif returnText and not returnBrief then return msg end end local requiredRaces = QuestieDB.QueryQuestSingle(questId, "requiredRaces") if (requiredRaces and not checkRace[requiredRaces]) then local msg = "Race requirement not fulfilled for quest " .. questId if returnText and returnBrief then return "Ineligible: Race requirement" elseif returnText and not returnBrief then return msg end end -- Check the preQuestSingle field where just one of the required quests has to be complete for a quest to show up local preQuestSingle = QuestieDB.QueryQuestSingle(questId, "preQuestSingle") if preQuestSingle then local isPreQuestSingleFulfilled = QuestieDB:IsPreQuestSingleFulfilled(preQuestSingle) if not isPreQuestSingleFulfilled then local msg = "Pre-quest requirement not fulfilled for quest " .. questId if returnText and returnBrief then return "Ineligible: Incomplete pre-quest" elseif returnText and not returnBrief then return msg end end end local requiredClasses = QuestieDB.QueryQuestSingle(questId, "requiredClasses") if (requiredClasses and not checkClass[requiredClasses]) then QuestieDB.autoBlacklist[questId] = "class" local msg = "Class requirement not fulfilled for quest " .. questId if returnText and returnBrief then return "Ineligible: Class requirement" elseif returnText and not returnBrief then return msg end end local requiredMinRep = QuestieDB.QueryQuestSingle(questId, "requiredMinRep") local requiredMaxRep = QuestieDB.QueryQuestSingle(questId, "requiredMaxRep") if (requiredMinRep or requiredMaxRep) then local aboveMinRep, hasMinFaction, belowMaxRep, hasMaxFaction = QuestieReputation:HasFactionAndReputationLevel(requiredMinRep, requiredMaxRep) if (not ((aboveMinRep and hasMinFaction) and (belowMaxRep and hasMaxFaction))) then --- If we haven't got the faction for min or max we blacklist it if not hasMinFaction or not hasMaxFaction then -- or not belowMaxRep -- This is something we could have done, but would break if you rep downwards QuestieDB.autoBlacklist[questId] = "rep" end local msg = "Player does not meet reputation requirements for quest " .. questId if returnText and returnBrief then return "Ineligible: Reputation requirement" elseif returnText and not returnBrief then return msg end end end local requiredSkill = QuestieDB.QueryQuestSingle(questId, "requiredSkill") if (requiredSkill) then local hasProfession, hasSkillLevel = QuestieProfessions:HasProfessionAndSkillLevel(requiredSkill) if (not (hasProfession and hasSkillLevel)) then --? We haven't got the profession so we blacklist it. if(not hasProfession) then QuestieDB.autoBlacklist[questId] = "skill" end local msg = "Player does not meet profession requirements for quest " .. questId if returnText and returnBrief then return "Ineligible: Profession requirement" elseif returnText and not returnBrief then return msg end end end --? PreQuestGroup and PreQuestSingle are mutualy exclusive to eachother and preQuestSingle is more prevalent --? Only try group if single does not exist. if not preQuestSingle then -- Check the preQuestGroup field where every required quest has to be complete for a quest to show up local preQuestGroup = QuestieDB.QueryQuestSingle(questId, "preQuestGroup") if preQuestGroup then local isPreQuestGroupFulfilled = QuestieDB:IsPreQuestGroupFulfilled(preQuestGroup) if not isPreQuestGroupFulfilled then local msg = "Group pre-quest requirement not fulfilled for quest " .. questId if returnText and returnBrief then return "Ineligible: Incomplete pre-quest group" elseif returnText and not returnBrief then return msg end end end end local parentQuest = QuestieDB.QueryQuestSingle(questId, "parentQuest") if parentQuest and parentQuest ~= 0 then local msg = "Quest " .. questId .. " has an inactive parent quest" if returnText and returnBrief then return "Ineligible: Inactive parent" elseif returnText and not returnBrief then return msg end end local nextQuestInChain = QuestieDB.QueryQuestSingle(questId, "nextQuestInChain") if nextQuestInChain and nextQuestInChain ~= 0 then if Questie.db.char.complete[nextQuestInChain] or QuestiePlayer.currentQuestlog[nextQuestInChain] then local msg = "Follow up quests already completed or in the quest log for quest " .. questId if returnText and returnBrief then return "Ineligible: Later quest completed" elseif returnText and not returnBrief then return msg end end end -- Check if a quest which is exclusive to the current has already been completed or accepted -- If yes the current quest can't be accepted local ExclusiveQuestGroup = QuestieDB.QueryQuestSingle(questId, "exclusiveTo") if ExclusiveQuestGroup then -- fix (DO NOT REVERT, tested thoroughly) for _, v in pairs(ExclusiveQuestGroup) do if Questie.db.char.complete[v] or QuestiePlayer.currentQuestlog[v] then local msg = "Player has completed a quest exclusive with quest " .. questId if returnText and returnBrief then return "Ineligible: Exclusive quest completed" elseif returnText and not returnBrief then return msg end end end end if (not DailyQuests:IsActiveDailyQuest(questId)) then local msg = "Quest " .. questId .. " is a daily quest which isn't active today!" if returnText and returnBrief then return "Ineligible: Inactive daily" elseif returnText and not returnBrief then return msg end end local requiredSpecialization = QuestieDB.QueryQuestSingle(questId, "requiredSpecialization") if (requiredSpecialization) and (requiredSpecialization > 0) then local hasSpecialization = QuestieProfessions:HasSpecialization(requiredSpecialization) if (not hasSpecialization) then local msg = "Player does not meet profession specialization requirements for quest " .. questId if returnText and returnBrief then return "Ineligible: Profession specialization requirement" elseif returnText and not returnBrief then return msg end end end local requiredSpell = QuestieDB.QueryQuestSingle(questId, "requiredSpell") if (requiredSpell) and (requiredSpell ~= 0) then local hasSpell = IsSpellKnownOrOverridesKnown(math.abs(requiredSpell)) local hasProfSpell = IsPlayerSpell(math.abs(requiredSpell)) if (requiredSpell > 0) and (not hasSpell) and (not hasProfSpell) then --if requiredSpell is positive, we make the quest ineligible if the player does NOT have the spell local msg = "Player does not meet learned spell requirements for quest " .. questId if returnText and returnBrief then return "Ineligible: Spell not yet learned" elseif returnText and not returnBrief then return msg end elseif (requiredSpell < 0) and (hasSpell or hasProfSpell) then --if requiredSpell is negative, we make the quest ineligible if the player DOES have the spell local msg = "Player does not meet unlearned spell requirements for quest " .. questId if returnText and returnBrief then return "Ineligible: Already learned spell" elseif returnText and not returnBrief then return msg end end end -- Check and see if the Quest requires an achievement before showing as available if _QuestieDB:CheckAchievementRequirements(questId) == false then local msg = "Player does not meet achievement requirements for quest " .. questId if returnText and returnBrief then return "Ineligible: Achievement requirement" elseif returnText and not returnBrief then return msg end end if returnText then if IsQuestFlaggedCompleted(questId) then if returnBrief then return "Already complete" else return "Player has already completed quest " .. questId .. "!" end else return "Player is eligible for quest " .. questId .. "!" end else return "" end end ---@param questId number ---@return number @Complete = 1, Failed = -1, Incomplete = 0 function QuestieDB.IsComplete(questId) local questLogEntry = QuestLogCache.questLog_DO_NOT_MODIFY[questId] -- DO NOT MODIFY THE RETURNED TABLE local noQuestItem = not QuestieQuest:CheckQuestSourceItem(questId) --[[ pseudo: if no questLogEntry then return 0 if has questLogEntry.isComplete then return questLogEntry.isComplete if no objectives and an item is needed but not obtained then return 0 if no objectives then return 1 return 0 --]] return questLogEntry and (questLogEntry.isComplete or (questLogEntry.objectives[1] and 0) or (#questLogEntry.objectives == 0 and noQuestItem and 0) or 1) or 0 end ---@param self Quest ---@return number @Complete = 1, Failed = -1, Incomplete = 0 local function _IsComplete(self) return QuestieDB.IsComplete(self.Id) end ---@param questLevel number the level of the quest ---@return boolean @Returns true if the quest should be grey, false otherwise function QuestieDB.IsTrivial(questLevel) if questLevel == -1 then return false -- Scaling quests are never trivial end local levelDiff = questLevel - QuestiePlayer.GetPlayerLevel(); if (levelDiff >= 5) then return false -- Red elseif (levelDiff >= 3) then return false -- Orange elseif (levelDiff >= -2) then return false -- Yellow elseif (-levelDiff <= GetQuestGreenRange("player")) then return false -- Green else return true -- Grey end end ---@return number local _GetIconScale = function() return Questie.db.profile.objectScale or 1 end ---@param questId QuestId ---@return Quest|nil @The quest object or nil if the quest is missing function QuestieDB.GetQuest(questId) -- /dump QuestieDB.GetQuest(867) if not questId then Questie:Debug(Questie.DEBUG_CRITICAL, "[QuestieDB.GetQuest] No questId.") return nil end if _QuestieDB.questCache[questId] then return _QuestieDB.questCache[questId]; end local rawdata = QuestieDB.QueryQuest(questId, QuestieDB._questAdapterQueryOrder) if (not rawdata) then Questie:Debug(Questie.DEBUG_CRITICAL, "[QuestieDB.GetQuest] rawdata is nil for questID:", questId) return nil end ---@class Quest ---@field public Id QuestId ---@field public name Name ---@field public startedBy StartedBy ---@field public finishedBy FinishedBy ---@field public requiredLevel Level ---@field public questLevel Level ---@field public requiredRaces number @bitmask ---@field public requiredClasses number @bitmask ---@field public objectivesText string[] ---@field public triggerEnd { [1]: string, [2]: table} ---@field public objectives RawObjectives ---@field public sourceItemId ItemId ---@field public preQuestGroup QuestId[] ---@field public preQuestSingle QuestId[] ---@field public childQuests QuestId[] ---@field public inGroupWith QuestId[] ---@field public exclusiveTo QuestId[] ---@field public zoneOrSort ZoneOrSort ---@field public requiredSkill SkillPair ---@field public requiredMinRep ReputationPair ---@field public requiredMaxRep ReputationPair ---@field public requiredSourceItems ItemId[] ---@field public nextQuestInChain number ---@field public questFlags number @bitmask: see https://github.com/cmangos/issues/wiki/Quest_template#questflags ---@field public specialFlags number @bitmask: 1 = Repeatable, 2 = Needs event, 4 = Monthly reset (req. 1). See https://github.com/cmangos/issues/wiki/Quest_template#specialflags ---@field public parentQuest QuestId ---@field public reputationReward ReputationPair[] ---@field public extraObjectives ExtraObjective[] ---@field public requiredMaxLevel Level local QO = { Id = questId } -- General filling of the QuestObjective with all database values local questKeys = QuestieDB.questKeys for stringKey, intKey in pairs(questKeys) do QO[stringKey] = rawdata[intKey] end local questLevel, requiredLevel = QuestieLib.GetTbcLevel(questId) QO.level = questLevel QO.requiredLevel = requiredLevel ---@type StartedBy local startedBy = QO.startedBy QO.Starts = { NPC = startedBy[1], GameObject = startedBy[2], Item = startedBy[3], } QO.isHidden = rawdata.hidden or QuestieCorrections.hiddenQuests[questId] QO.Description = QO.objectivesText if QO.specialFlags then QO.IsRepeatable = bitband(QO.specialFlags, 1) ~= 0 end QO.IsComplete = _IsComplete ---@type FinishedBy local finishedBy = QO.finishedBy if finishedBy[1] then for _, id in pairs(finishedBy[1]) do if id then QO.Finisher = { Type = "monster", Id = id, ---@type Name @We have to hard-type it here because of the function Name = QuestieDB.QueryNPCSingle(id, "name") } end end end if finishedBy[2] then for _, id in pairs(finishedBy[2]) do if id then QO.Finisher = { Type = "object", Id = id, ---@type Name @We have to hard-type it here because of the function Name = QuestieDB.QueryObjectSingle(id, "name") } end end end --- to differentiate from the current quest log info. --- Quest objectives generated from DB+Corrections. --- Data itself is for example for monster type { Type = "monster", Id = 16518, Text = "Nestlewood Owlkin inoculated" } ---@type Objective[] QO.ObjectiveData = {} ---@type RawObjectives local objectives = QO.objectives if objectives then if objectives[1] then for _, creatureObjective in pairs(objectives[1]) do if creatureObjective then ---@type NpcObjective QO.ObjectiveData[#QO.ObjectiveData+1] = { Type = "monster", Id = creatureObjective[1], Text = creatureObjective[2] } end end end if objectives[2] then for _, objectObjective in pairs(objectives[2]) do if objectObjective then ---@type ObjectObjective QO.ObjectiveData[#QO.ObjectiveData+1] = { Type = "object", Id = objectObjective[1], Text = objectObjective[2] } end end end if objectives[3] then for _, itemObjective in pairs(objectives[3]) do if itemObjective then ---@type ItemObjective QO.ObjectiveData[#QO.ObjectiveData+1] = { Type = "item", Id = itemObjective[1], Text = itemObjective[2] } end end end if objectives[4] then ---@type ReputationObjective QO.ObjectiveData[#QO.ObjectiveData+1] = { Type = "reputation", Id = objectives[4][1], RequiredRepValue = objectives[4][2] } end if objectives[5] and type(objectives[5]) == "table" and #objectives[5] > 0 then for _, creditObjective in pairs(objectives[5]) do ---@type KillObjective local killCreditObjective = { Type = "killcredit", IdList = creditObjective[1], RootId = creditObjective[2], Text = creditObjective[3] } --? There are quest(s) which have the killCredit at first so we need to switch them -- Place the kill credit objective first if QuestieCorrections.killCreditObjectiveFirst[questId] then tinsert(QO.ObjectiveData, 1, killCreditObjective); else tinsert(QO.ObjectiveData, killCreditObjective); end end end if objectives[6] then for index, spellObjective in pairs(objectives[6]) do if spellObjective then ---@type SpellObjective QO.ObjectiveData[#QO.ObjectiveData+1] = { Type = "spell", Id = spellObjective[1], Text = spellObjective[2], ItemSourceId = spellObjective[3], } QO.SpellItemId = spellObjective[3] end end end end -- Events need to be added at the end of ObjectiveData local triggerEnd = QO.triggerEnd if triggerEnd then ---@type TriggerEndObjective QO.ObjectiveData[#QO.ObjectiveData+1] = { Type = "event", Text = triggerEnd[1], Coordinates = triggerEnd[2] } end local preQuestGroup = QO.preQuestGroup local preQuestSingle = QO.preQuestSingle if preQuestGroup and preQuestSingle and next(preQuestGroup) and next(preQuestSingle) then Questie:Debug(Questie.DEBUG_CRITICAL, "ERRRRORRRRRRR not mutually exclusive for questID:", questId) end --- Quest objectives generated from quest log in QuestieQuest.lua -> QuestieQuest:PopulateQuestLogInfo(quest) --- Includes also icons drawn to maps, and other stuff. ---@type table QO.Objectives = {} QO.SpecialObjectives = {} ---@type ItemId[] local requiredSourceItems = QO.requiredSourceItems if requiredSourceItems then for _, itemId in pairs(requiredSourceItems) do if itemId then -- Make sure requiredSourceItems aren't already an objective local itemObjPresent = false if objectives[3] then for _, itemObjective in pairs(objectives[3]) do if itemObjective then if itemId == itemObjective[1] then itemObjPresent = true break end end end end -- Make an objective for requiredSourceItem if not itemObjPresent then QO.SpecialObjectives[itemId] = { Type = "item", Id = itemId, ---@type string @We have to hard-type it here because of the function Description = QuestieDB.QueryItemSingle(itemId, "name") } end end end end ---@type ExtraObjective[] local extraObjectives = QO.extraObjectives if extraObjectives then for index, o in pairs(extraObjectives) do local specialObjective = { Icon = o[2], Description = o[3], RealObjectiveIndex = o[4], } if o[1] then -- custom spawn specialObjective.spawnList = {{ Name = o[3], Spawns = o[1], Icon = o[2], GetIconScale = _GetIconScale, IconScale = _GetIconScale(), }} end if o[5] then -- db ref specialObjective.Type = o[5][1][1] specialObjective.Id = o[5][1][2] local spawnList = {} for _, ref in pairs(o[5]) do for k, v in pairs(_QuestieQuest.objectiveSpawnListCallTable[ref[1]](ref[2], specialObjective)) do -- we want to be able to override the icon in the corrections (e.g. Questie.ICON_TYPE_OBJECT on objects instead of Questie.ICON_TYPE_LOOT) v.Icon = o[2] spawnList[k] = v end end specialObjective.spawnList = spawnList end QO.SpecialObjectives[index] = specialObjective end end _QuestieDB.questCache[questId] = QO return QO end QuestieDB._CreatureLevelCache = {} ---@param quest Quest ---@return table @List of creature names with their min-max level and rank function QuestieDB:GetCreatureLevels(quest) if quest and QuestieDB._CreatureLevelCache[quest.Id] then return QuestieDB._CreatureLevelCache[quest.Id] end local creatureLevels = {} local function _CollectCreatureLevels(npcIds) for _, npcId in pairs(npcIds) do local npc = QuestieDB:GetNPC(npcId) if npc and not creatureLevels[npc.name] then creatureLevels[npc.name] = {npc.minLevel, npc.maxLevel, npc.rank} end end end if quest.objectives then if quest.objectives[1] then -- Killing creatures for _, creatureObjective in pairs(quest.objectives[1]) do local npcId = creatureObjective[1] _CollectCreatureLevels({npcId}) end end if quest.objectives[3] then -- Looting items from creatures for _, itemObjective in pairs(quest.objectives[3]) do local itemId = itemObjective[1] local npcIds = QuestieDB.QueryItemSingle(itemId, "npcDrops") if npcIds then _CollectCreatureLevels(npcIds) end end end end if quest.Id then QuestieDB._CreatureLevelCache[quest.Id] = creatureLevels end return creatureLevels end local playerFaction = UnitFactionGroup("player") local factionReactions = { A = (playerFaction == "Alliance") or nil, H = (playerFaction == "Horde") or nil, AH = true, } -- -- --function __TEST() -- local questsWithoutTriggerEnd = { -- 869, -- 944, -- 1448, -- 6185, -- 9260, -- 9261, -- 9262, -- 9263, -- 9264, -- 9265, -- 12032, -- 12036, -- 12816, -- 12817, -- 13564, -- 13639, -- 13881, -- 13961, -- 14066, -- 14165, -- 14389, -- 24452, -- 24618, -- 25081, -- 25325, -- 25621, -- 25715, -- 25930, -- 26258, -- 26512, -- 26930, -- 26975, -- 27007, -- 27044, -- 27152, -- 27341, -- 27349, -- 27610, -- 27704, -- 28228, -- 28635, -- 28732, -- 29392, -- 29415, -- 29536, -- 29539, -- } -- -- local corrections = {} -- -- -- Read QuestieDB to check if the quest has a triggerEnd -- for _, questId in pairs(questsWithoutTriggerEnd) do -- local quest = QuestieDB.GetQuest(questId) -- if (not quest) then -- print("Quest " .. questId .. " not found in QuestieDB") -- corrections[questId] = true -- else -- if quest.triggerEnd then -- print("Quest " .. questId .. " has a triggerEnd") -- else -- print("Quest " .. questId .. " does not have a triggerEnd") -- corrections[questId] = true -- end -- end -- end -- -- Questie.db.global.__TEST = corrections --end local a = { [869] = true, [13564] = true, [13639] = true, [13881] = true, [13961] = true, [14165] = true, [27610] = true, [27044] = true, [26930] = true, [14066] = true, [28635] = true, [25930] = true, [27007] = true, [14389] = true, [27704] = true, [24618] = true, [26258] = true, [26512] = true, [29539] = true, [27341] = true, [29536] = true, [29415] = true, [29392] = true, [28732] = true, [28228] = true, [27152] = true, [27349] = true, [24452] = true, [25325] = true, [26975] = true, [25621] = true, [25715] = true, [25081] = true, } ---@param npcId number ---@return table function QuestieDB:GetNPC(npcId) if not npcId then return nil end if _QuestieDB.npcCache[npcId] then return _QuestieDB.npcCache[npcId] end local rawdata = QuestieDB.QueryNPC(npcId, QuestieDB._npcAdapterQueryOrder) if (not rawdata) then Questie:Debug(Questie.DEBUG_CRITICAL, "[QuestieDB:GetNPC] rawdata is nil for npcID:", npcId) return nil end local npcKeys = QuestieDB.npcKeys local npc = { id = npcId, type = "monster", } for stringKey, intKey in pairs(npcKeys) do npc[stringKey] = rawdata[intKey] end local friendlyToFaction = rawdata[npcKeys.friendlyToFaction] npc.friendly = (not friendlyToFaction) and true or factionReactions[friendlyToFaction] _QuestieDB.npcCache[npcId] = npc return npc end --[[ https://github.com/cmangos/issues/wiki/AreaTable.dbc Example to differentiate between Dungeon and Zone infront of a Dungeon: 1337 Uldaman = The Dungeon (MapID ~= 0, AreaID = 0) 1517 Uldaman = Cave infront of the Dungeon (MapID = 0, AreaID = 3 (Badlands)) Check `l10n.zoneLookup` for the available IDs ]] ---@param zoneId number ---@return table function QuestieDB:GetQuestsByZoneId(zoneId) if not zoneId then return nil; end -- is in cache return that if _QuestieDB.zoneCache[zoneId] then return _QuestieDB.zoneCache[zoneId] end local zoneQuests = {}; local alternativeZoneID = ZoneDB:GetAlternativeZoneId(zoneId) -- loop over all quests to populate a zone for qid, _ in pairs(QuestieDB.QuestPointers or QuestieDB.questData) do local quest = QuestieDB.GetQuest(qid); if quest then if quest.zoneOrSort > 0 then if (quest.zoneOrSort == zoneId or (alternativeZoneID and quest.zoneOrSort == alternativeZoneID)) then zoneQuests[qid] = quest; end elseif quest.Starts.NPC and (not zoneQuests[qid]) then local npc = QuestieDB:GetNPC(quest.Starts.NPC[1]); if npc and npc.friendly and npc.spawns then for zone, _ in pairs(npc.spawns) do if zone == zoneId or (alternativeZoneID and zone == alternativeZoneID) then zoneQuests[qid] = quest; end end end elseif quest.Starts.GameObject and (not zoneQuests[qid]) then local obj = QuestieDB:GetObject(quest.Starts.GameObject[1]); if obj and obj.spawns then for zone, _ in pairs(obj.spawns) do if zone == zoneId or (alternativeZoneID and zone == alternativeZoneID) then zoneQuests[qid] = quest; end end end end end end _QuestieDB.zoneCache[zoneId] = zoneQuests; return zoneQuests; end --------------------------------------------------------------------------------------------------- -- Modifications to objectDB function _QuestieDB:DeleteGatheringNodes() local prune = { -- gathering nodes 1617,1618,1619,1620,1621,1622,1623,1624,1628, -- herbs 1731,1732,1733,1734,1735,123848,150082,175404,176643,177388,324,150079,176645,2040,123310 -- mining } local objectSpawnsKey = QuestieDB.objectKeys.spawns for i=1, #prune do local id = prune[i] QuestieDB.objectData[id][objectSpawnsKey] = nil end end --------------------------------------------------------------------------------------------------- -- Modifications to questDB function _QuestieDB:CheckAchievementRequirements(questId) -- So far the only Quests that we know of that requires an earned Achievement are the ones offered by: -- https://www.wowhead.com/wotlk/npc=35094/crusader-silverdawn -- Get Kraken (14108) -- The Fate Of The Fallen (14107) -- This NPC requires these earned Achievements baseed on a Players home faction: -- https://www.wowhead.com/wotlk/achievement=2817/exalted-argent-champion-of-the-alliance -- https://www.wowhead.com/wotlk/achievement=2816/exalted-argent-champion-of-the-horde if questId == 14101 or questId == 14102 or questId == 14104 or questId == 14105 or questId == 14107 or questId == 14108 then local retN = QuestieCompat.Is335 and 4 or 13 if select(retN, GetAchievementInfo(2817)) or select(retN, GetAchievementInfo(2816)) then return true end return false end end function _QuestieDB:HideClassAndRaceQuests() local questKeys = QuestieDB.questKeys for _, entry in pairs(QuestieDB.questData) do -- check requirements, set hidden flag if not met local requiredClasses = entry[questKeys.requiredClasses] if (requiredClasses) and (requiredClasses ~= 0) then if (not QuestiePlayer.HasRequiredClass(requiredClasses)) then entry.hidden = true end end local requiredRaces = entry[questKeys.requiredRaces] if (requiredRaces) and (requiredRaces ~= 0) and (requiredRaces ~= 255) then if (not QuestiePlayer.HasRequiredRace(requiredRaces)) then entry.hidden = true end end end Questie:Debug(Questie.DEBUG_DEVELOP, "Other class and race quests hidden"); end -- This function is intended for usage with Gossip and Greeting frames, where there's a list of quests but no QuestIDs are -- obtainable until entering the specific quest dialog. -- This is a bruteforce method for obtaining a QuestID with no input other than a quest name, and the ID of the questgiver. -- It compares the name of the quest entry with the names of every quest that questgiver can either start or end. ---@param name string? @The name of the quest entry ---@param questgiverGUID string? @Should be UnitGUID("questnpc") ---@param questStarter boolean @Should be True if this is an available quest, False if this is an "active" quest (quest ender) ---@return number function QuestieDB.GetQuestIDFromName(name, questgiverGUID, questStarter) local questID = 0 -- worst case, we end up returning an ID of 0 if we can't find a match; any function relying on this one should handle 0 cleanly if questgiverGUID then local questgiverID = tonumber(questgiverGUID:match("-(%d+)-%x+$"), 10) local unit_type = strsplit("-", questgiverGUID) local questsStarted local questsEnded if unit_type == "Creature" then -- if questgiver is an NPC questsStarted = QuestieDB.QueryNPCSingle(questgiverID, "questStarts") questsEnded = QuestieDB.QueryNPCSingle(questgiverID, "questEnds") elseif unit_type == "GameObject" then -- if questgiver is an object (it's rare for an object to have a gossip/greeting frame, but Wanted Boards exist; see object 2713) questsStarted = QuestieDB.QueryObjectSingle(questgiverID, "questStarts") questsEnded = QuestieDB.QueryObjectSingle(questgiverID, "questEnds") else return questID; -- If the questgiver is not an NPC or object, bail! end -- iterate through every questEnds entry in our questgiver's DB, and check if each quest name matches this greeting frame entry if questStarter == true then if questsStarted then for _, id in pairs(questsStarted) do if (name == QuestieDB.QueryQuestSingle(id, "name")) and (QuestieDB.IsDoable(id)) then -- the QuestieDB.IsDoable check is important to filter out identically named quests questID = id end end elseif Questie.IsSoD == false then -- don't print these errors in SoD, as we expect missing data when new quests release; debug offers will handle these scenarios instead Questie:Error("Database mismatch! No entries found that match quest name. Please report this on Github or Discord!") Questie:Error("Queststarter is: " .. unit_type .. " " .. questgiverID) Questie:Error("Quest name is: " .. name) Questie:Error("Client info is: " .. GetBuildInfo() .. "; " .. QuestieLib:GetAddonVersionString()) end else if questsEnded then for _, id in pairs(questsEnded) do if (name == QuestieDB.QueryQuestSingle(id, "name")) and (QuestieDB.IsDoable(id)) and QuestiePlayer.currentQuestlog[id] then questID = id end end elseif Questie.IsSoD == false then -- don't print these errors in SoD, as we expect missing data when new quests release; debug offers will handle these scenarios instead Questie:Error("Database mismatch! No entries found that match quest name. Please report this on Github or Discord!") Questie:Error("Questender is: " .. unit_type .. " " .. questgiverID) Questie:Error("Quest name is: " .. name) Questie:Error("Client info is: " .. GetBuildInfo() .. "; " .. QuestieLib:GetAddonVersionString()) end end end return questID; end QuestieDB.waypointPresets = { ORGRIMS_HAMMER = {[ZoneDB.zoneIDs.ICECROWN]={{{62.37,30.60},{61.93,30.93},{61.48,31.24},{61.08,31.55},{60.74,31.92},{60.46,32.44},{60.26,33.11},{60.14,33.85},{60.11,34.63},{60.17,35.35},{60.31,36.01},{60.56,36.66},{60.84,37.33},{61.15,38.00},{61.44,38.67},{61.71,39.28},{62.00,39.92},{62.31,40.55},{62.60,41.20},{62.90,41.83},{63.05,42.20},{63.33,42.85},{63.58,43.53},{63.85,44.19},{64.08,44.86},{64.33,45.50},{64.45,45.87},{64.69,46.56},{64.94,47.21},{65.16,47.87},{65.43,48.51},{65.71,49.15},{66.03,49.77},{66.36,50.46},{66.72,51.10},{67.07,51.67},{67.41,52.08},{67.82,52.37},{68.31,52.47},{68.80,52.38},{69.23,51.98},{69.45,51.56},{69.57,51.13},{69.67,50.59},{69.73,49.96},{69.77,49.26},{69.79,48.48},{69.80,47.62},{69.79,46.68},{69.79,45.68},{69.78,44.90},{69.78,44.25},{69.76,43.55},{69.75,42.80},{69.72,42.01},{69.70,41.20},{69.67,40.38},{69.64,39.54},{69.61,38.71},{69.58,37.88},{69.55,37.07},{69.52,36.28},{69.49,35.54},{69.46,34.83},{69.45,34.18},{69.42,33.50},{69.41,32.46},{69.42,31.52},{69.45,30.67},{69.47,29.92},{69.48,29.25},{69.46,28.65},{69.42,28.12},{69.35,27.83},{69.11,27.19},{68.71,26.77},{68.23,26.54},{67.71,26.51},{67.24,26.55},{66.81,26.76},{66.35,27.09},{65.90,27.52},{65.44,27.95},{65.01,28.39},{64.58,28.73},{64.16,29.10},{63.74,29.43},{63.34,29.79},{62.94,30.11},{62.65,30.37},{62.37,30.60}}}}, THE_SKYBREAKER = {[ZoneDB.zoneIDs.ICECROWN]={{{63.59,52.34},{63.44,51.88},{63.30,51.52},{63.15,51.19},{63.01,50.85},{62.85,50.52},{62.68,50.17},{62.50,49.78},{62.31,49.36},{62.09,48.88},{61.86,48.33},{61.81,48.20},{61.67,47.88},{61.52,47.52},{61.37,47.13},{61.19,46.74},{61.02,46.32},{60.84,45.88},{60.65,45.44},{60.46,44.99},{60.28,44.53},{60.09,44.08},{59.90,43.63},{59.72,43.18},{59.54,42.75},{59.36,42.34},{59.20,41.94},{59.04,41.56},{58.89,41.22},{58.75,40.87},{58.52,40.30},{58.32,39.77},{58.14,39.27},{57.97,38.80},{57.81,38.39},{57.65,38.03},{57.49,37.72},{57.31,37.50},{57.12,37.34},{56.87,37.29},{56.57,37.39},{56.27,37.60},{55.97,37.88},{55.72,38.23},{55.53,38.61},{55.43,38.95},{55.43,39.09},{55.46,39.49},{55.52,39.92},{55.62,40.39},{55.76,40.88},{55.89,41.38},{56.02,41.85},{56.17,42.25},{56.33,42.68},{56.51,43.13},{56.70,43.56},{56.88,43.99},{57.05,44.39},{57.22,44.74},{57.42,45.15},{57.64,45.52},{57.83,45.81},{58.03,46.14},{58.23,46.56},{58.41,46.90},{58.60,47.25},{58.80,47.62},{59.00,48.03},{59.19,48.46},{59.36,48.84},{59.53,49.22},{59.69,49.63},{59.86,50.04},{60.03,50.46},{60.19,50.90},{60.36,51.32},{60.51,51.74},{60.65,52.17},{60.79,52.59},{60.94,53.02},{61.07,53.46},{61.23,53.89},{61.39,54.30},{61.55,54.72},{61.70,55.18},{61.88,55.65},{62.05,56.14},{62.23,56.58},{62.43,56.95},{62.65,57.21},{62.87,57.30},{62.95,57.27},{63.22,57.16},{63.52,56.97},{63.81,56.68},{64.07,56.32},{64.26,55.91},{64.33,55.47},{64.30,55.11},{64.25,54.72},{64.16,54.30},{64.04,53.84},{63.91,53.36},{63.76,52.88},{63.59,52.34}}}}, } return QuestieDB