fix: correct game-object quest objective handling and item count fallback

- SMSG_QUESTUPDATE_ADD_KILL: use absolute value of npcOrGoId when looking
  up required count from killObjectives (negative values = game objects)
- applyPackedKillCountsFromFields: same fix — use abs(npcOrGoId) as map key
  so GO objective counts are stored with the correct entry key
- SMSG_QUESTUPDATE_ADD_ITEM: also match quests via itemObjectives when
  requiredItemCounts is not yet populated (race at quest accept time)
- Quest log and minimap sidebar: fall back to GO name cache for entries
  that return empty from getCachedCreatureName (interact/loot objectives)
This commit is contained in:
Kelsi 2026-03-11 00:13:09 -07:00
parent e64b566d72
commit 12aa5e01b6
3 changed files with 44 additions and 6 deletions

View file

@ -5048,10 +5048,15 @@ void GameScreen::renderQuestObjectiveTracker(game::GameHandler& gameHandler) {
} else {
// Kill counts
for (const auto& [entry, progress] : q.killCounts) {
std::string creatureName = gameHandler.getCachedCreatureName(entry);
if (!creatureName.empty()) {
std::string name = gameHandler.getCachedCreatureName(entry);
if (name.empty()) {
// May be a game object objective; fall back to GO name cache.
const auto* goInfo = gameHandler.getCachedGameObjectInfo(entry);
if (goInfo && !goInfo->name.empty()) name = goInfo->name;
}
if (!name.empty()) {
ImGui::TextColored(ImVec4(0.75f, 0.75f, 0.75f, 1.0f),
" %s: %u/%u", creatureName.c_str(),
" %s: %u/%u", name.c_str(),
progress.first, progress.second);
} else {
ImGui::TextColored(ImVec4(0.75f, 0.75f, 0.75f, 1.0f),