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fix(quest): quest log population, NPC marker updates on accept/abandon
- Delegate GameHandler::getQuestGiverStatus() to QuestHandler instead of reading from GameHandler's own empty npcQuestStatus_ map - Immediately add quest to local log in acceptQuest() instead of waiting for field updates, fixing quests not appearing after accept - Handle duplicate accept path (server already has quest) by also adding to local log - Remove early return on empty questLog_ in applyQuestStateFromFields() - Re-query nearby quest giver NPC statuses on abandon so markers refresh Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
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3 changed files with 49 additions and 7 deletions
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@ -1699,10 +1699,7 @@ public:
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bool isServerMovementAllowed() const;
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// Quest giver status (! and ? markers)
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QuestGiverStatus getQuestGiverStatus(uint64_t guid) const {
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auto it = npcQuestStatus_.find(guid);
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return (it != npcQuestStatus_.end()) ? it->second : QuestGiverStatus::NONE;
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}
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QuestGiverStatus getQuestGiverStatus(uint64_t guid) const;
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const std::unordered_map<uint64_t, QuestGiverStatus>& getNpcQuestStatuses() const;
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// Charge callback — fires when player casts a charge spell toward target
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