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mastercollector's Introduction

MasterCollector

WoW collection addon

This is in an incredibly early development stage. Some things don't work, some things don't work as well as they should, some things are temporary and everything is subject to change.

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mastercollector's Issues

Object visibility issue with covenant requirements

C_Covenant API isn't immediately available at login, causing the current zone list to render without covenant-specific content even if you meet the requirements. Causing the window to refresh in any way makes the content appear as expected.

Waypoint clears from map for uncollected objects due to shared parent

When a trackable object holds the same parent as another object, completing one clears the waypoint even though there are other uncollected objects from the parent. For example, quests 14452 (rite of strength) and 24852 (our tribe, imprisoned) share the same provider (grull hawkwind, npcid 2980) so when 14452 is complete, the waypoint for 24852 also clears. This is because the waypoint state is tracked on the parent.

Possible solution is to use the parent provider as the coordinate resource but create the waypoint on the child object instead. This incurs a higher memory cost, but waypoints are impermanent and the coordinate tables are eventually wiped upon completion or by user action.

Maps should allow a forced parent override

Blizzard set up some maps as micro-dungeons (mapType 5) whos parent mapID doesn't quite make sense in modern WoW. Prior to the cataclysm, starter zones did not have their own mapID so these micro-dungeons made sense to tie directly into the greater zone map.

Example:
Spitescale Cavern (464) is attached to the Echo Isles (463) but has a parent map of Durotar (1)
Burning Blade Coven (2) is attached to the Valley of Trials (461) but has a parent map of Durotar (1)

Fix timing of cachable data at login/reload for slightly better performance

Player static data caching occurs PLAYER_ENTERING_WORLD in modManager.lua. Current file load order in TOC makes this data unavailable when the structures script is being run, causing an error due to a nil table. Will an empty dummy table be sufficient so the table references can be resolved or will this have an undesirable side-effect?

Objects flagged as removed should compile into a separate optional module

Since this project only intends to target Retail, anything that's been removed from the game and tagged in the database should compile into a separate module. This will allow users to opt-in to seeing content that's no longer available, but the object should never count toward completion regardless of collection state.

Missed objects should have unique collection state

Any objects that can no longer be collected (e.g. breadcrumbs when the next quest is complete) should use a distinct "missed" collection internal state and icon.

example icon: interface/paperdollinfoframe/ui-gearmanager-leaveitem-transparent.blp

Skip current zone data retrieval if new mapID is the same as the current zone

Transitions between indoor and subzone maps repopulate the table. This isn't necessary if the relevant map is the same as the map in the current zone list already. Due to events being listened to, this also happens twice upon login (PLAYER_ENTERING_WORLD and ZONE_CHANGED) but only once with a /reload (PLAYER_ENTERING_WORLD).

Opening a taxi map causes a memory leak

Opening a taxi causes memory consumption to skyrocket. No events should be hooked into the taxi map opening event but something is definitely causing a large amount of unnecessary processing

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