Request completed quests on world entry and expose via public API

- Send CMSG_QUERY_QUESTS_COMPLETED on initial world entry so
  completedQuests_ is populated from the server response
- Clear completedQuests_ on world entry to avoid stale data across sessions
- Add isQuestCompleted(questId) and getCompletedQuests() public accessors
  to allow UI layers to filter NPC quest offers by completion state
This commit is contained in:
Kelsi 2026-03-09 15:32:11 -07:00
parent bbfb170291
commit 28c755040f
2 changed files with 12 additions and 0 deletions

View file

@ -508,6 +508,10 @@ public:
const std::vector<AuraSlot>& getPlayerAuras() const { return playerAuras; }
const std::vector<AuraSlot>& getTargetAuras() const { return targetAuras; }
// Completed quests (populated from SMSG_QUERY_QUESTS_COMPLETED_RESPONSE)
bool isQuestCompleted(uint32_t questId) const { return completedQuests_.count(questId) > 0; }
const std::unordered_set<uint32_t>& getCompletedQuests() const { return completedQuests_; }
// NPC death callback (for animations)
using NpcDeathCallback = std::function<void(uint64_t guid)>;
void setNpcDeathCallback(NpcDeathCallback cb) { npcDeathCallback_ = std::move(cb); }

View file

@ -5238,7 +5238,15 @@ void GameHandler::handleLoginVerifyWorld(network::Packet& packet) {
pendingQuestQueryIds_.clear();
pendingLoginQuestResync_ = true;
pendingLoginQuestResyncTimeout_ = 10.0f;
completedQuests_.clear();
LOG_INFO("Queued quest log resync for login (from server quest slots)");
// Request completed quest IDs from server (populates completedQuests_ when response arrives)
if (socket) {
network::Packet cqcPkt(wireOpcode(Opcode::CMSG_QUERY_QUESTS_COMPLETED));
socket->send(cqcPkt);
LOG_INFO("Sent CMSG_QUERY_QUESTS_COMPLETED");
}
}
}