v1.0.0.19: Minimap quest area circles refresh when multi-step objective progresses (1/3 -> 2/3, etc.)

Made-with: Cursor
This commit is contained in:
2026-03-01 23:28:47 -05:00
parent 8763cf4c70
commit 611e61967b
3 changed files with 46 additions and 6 deletions
+44 -4
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@@ -2,6 +2,7 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Numerics; using System.Numerics;
using System.Runtime.CompilerServices;
using Dalamud.Game.ClientState.Conditions; using Dalamud.Game.ClientState.Conditions;
using Dalamud.Hooking; using Dalamud.Hooking;
using Dalamud.Plugin.Services; using Dalamud.Plugin.Services;
@@ -27,8 +28,10 @@ public unsafe class IntegrationsController : IDisposable
private bool _wasBetweenAreas; private bool _wasBetweenAreas;
private int _lastQuestCount = -1; private int _lastQuestCount = -1;
private int _lastTempMarkerCount = -1; private int _lastTempMarkerCount = -1;
/// <summary>Snapshot of (QuestId, Sequence) for each active quest; when this changes we refresh so markers update (e.g. multi-step objective).</summary> /// <summary>Snapshot of (QuestId, Sequence, variables) for each active quest; when this changes we refresh so markers update (e.g. multi-step objective).</summary>
private string _lastQuestSequenceSnapshot = string.Empty; private string _lastQuestSequenceSnapshot = string.Empty;
/// <summary>Snapshot of temp marker positions; when this changes we refresh so quest area circles update (e.g. marker moved from 1/3 to 2/3 location).</summary>
private string _lastTempMarkerSnapshot = string.Empty;
private bool _refreshedDuringLoad; private bool _refreshedDuringLoad;
/// <summary>When true, request a silent refresh on the next framework update (e.g. after plugin load).</summary> /// <summary>When true, request a silent refresh on the next framework update (e.g. after plugin load).</summary>
private bool _requestRefreshOnLoad = true; private bool _requestRefreshOnLoad = true;
@@ -113,6 +116,8 @@ public unsafe class IntegrationsController : IDisposable
_wasBetweenAreas = Service.Condition.IsBetweenAreas(); _wasBetweenAreas = Service.Condition.IsBetweenAreas();
_lastQuestCount = GetActiveQuestCount(); _lastQuestCount = GetActiveQuestCount();
try { _lastTempMarkerCount = (int)AgentMap.Instance()->TempMapMarkerCount; } catch { } try { _lastTempMarkerCount = (int)AgentMap.Instance()->TempMapMarkerCount; } catch { }
_lastQuestSequenceSnapshot = GetQuestSequenceSnapshot();
_lastTempMarkerSnapshot = GetTempMarkerSnapshot();
return; return;
} }
@@ -154,6 +159,7 @@ public unsafe class IntegrationsController : IDisposable
var tempCount = -1; var tempCount = -1;
try { tempCount = (int)AgentMap.Instance()->TempMapMarkerCount; } catch { } try { tempCount = (int)AgentMap.Instance()->TempMapMarkerCount; } catch { }
var sequenceSnapshot = GetQuestSequenceSnapshot(); var sequenceSnapshot = GetQuestSequenceSnapshot();
var tempMarkerSnapshot = GetTempMarkerSnapshot();
if (!skipQuestTempRefresh) { if (!skipQuestTempRefresh) {
if (_lastQuestCount >= 0 && questCount < _lastQuestCount) if (_lastQuestCount >= 0 && questCount < _lastQuestCount)
RequestSilentRefresh(); // quest turned in RequestSilentRefresh(); // quest turned in
@@ -165,9 +171,12 @@ public unsafe class IntegrationsController : IDisposable
RequestSilentRefresh(); // objectives added (e.g. new quest) RequestSilentRefresh(); // objectives added (e.g. new quest)
if (_lastQuestSequenceSnapshot.Length > 0 && sequenceSnapshot != _lastQuestSequenceSnapshot) if (_lastQuestSequenceSnapshot.Length > 0 && sequenceSnapshot != _lastQuestSequenceSnapshot)
RequestSilentRefresh(); // quest step advanced (multi-step objective) RequestSilentRefresh(); // quest step advanced (multi-step objective)
if (_lastTempMarkerSnapshot.Length > 0 && tempMarkerSnapshot.Length > 0 && tempMarkerSnapshot != _lastTempMarkerSnapshot)
RequestSilentRefresh(); // marker positions changed (e.g. 1/3 -> 2/3, circle moved)
_lastQuestCount = questCount; _lastQuestCount = questCount;
_lastTempMarkerCount = tempCount; _lastTempMarkerCount = tempCount;
_lastQuestSequenceSnapshot = sequenceSnapshot; _lastQuestSequenceSnapshot = sequenceSnapshot;
_lastTempMarkerSnapshot = tempMarkerSnapshot;
} else { } else {
// During suppression: only update temp baseline so we don't false-trigger when suppression // During suppression: only update temp baseline so we don't false-trigger when suppression
// ends (e.g. Duty List click repopulates markers). Keep _lastQuestCount and _lastQuestSequenceSnapshot // ends (e.g. Duty List click repopulates markers). Keep _lastQuestCount and _lastQuestSequenceSnapshot
@@ -188,16 +197,22 @@ public unsafe class IntegrationsController : IDisposable
} }
} }
/// <summary>Build a string of (QuestId, Sequence) for each active quest so we can detect step advances.</summary> /// <summary>Build a string of (QuestId, Sequence, variables) for each active quest so we can detect step advances and multi-step objective progress (1/3, 2/3, etc.).</summary>
private static unsafe string GetQuestSequenceSnapshot() private static unsafe string GetQuestSequenceSnapshot()
{ {
try try
{ {
var parts = new List<string>(); var parts = new List<string>();
foreach (var q in QuestManager.Instance()->NormalQuests) var span = QuestManager.Instance()->NormalQuests;
for (var i = 0; i < span.Length; i++)
{ {
ref var q = ref span[i];
if (q.QuestId is 0) continue; if (q.QuestId is 0) continue;
parts.Add($"{q.QuestId}:{q.Sequence}"); // Include variables (objective progress) - changes when 1/3 -> 2/3 even if Sequence does not
var ptr = (byte*)Unsafe.AsPointer(ref q);
var varStr = string.Empty;
for (var j = 0; j < 6; j++) varStr += $"{ptr[0x0C + j]:X2}";
parts.Add($"{q.QuestId}:{q.Sequence}:{varStr}");
} }
return string.Join("|", parts); return string.Join("|", parts);
} }
@@ -207,6 +222,31 @@ public unsafe class IntegrationsController : IDisposable
} }
} }
/// <summary>Build a string of temp marker positions; when marker moves (e.g. 1/3 to 2/3 location) we detect and refresh.</summary>
private static unsafe string GetTempMarkerSnapshot()
{
try
{
var agent = AgentMap.Instance();
var count = agent->TempMapMarkerCount;
if (count == 0) return string.Empty;
var parts = new List<string>();
var seen = new HashSet<(int, int)>();
for (var i = 0; i < count; i++)
{
ref var m = ref agent->TempMapMarkers[i];
var key = (m.MapMarker.X, m.MapMarker.Y);
if (seen.Add(key))
parts.Add($"{m.MapMarker.X},{m.MapMarker.Y}");
}
return string.Join("|", parts.OrderBy(x => x));
}
catch
{
return string.Empty;
}
}
/// <summary>Call when user opens map via Duty List (quest/gathering/flag/teleport). Cancels any in-progress silent refresh so we never Hide() the map. Suppresses new quest/temp-marker-triggered refresh for ~1s. Must be called BEFORE openMapHook.Original so OnFrameworkUpdate cannot call Hide() first.</summary> /// <summary>Call when user opens map via Duty List (quest/gathering/flag/teleport). Cancels any in-progress silent refresh so we never Hide() the map. Suppresses new quest/temp-marker-triggered refresh for ~1s. Must be called BEFORE openMapHook.Original so OnFrameworkUpdate cannot call Hide() first.</summary>
private void SuppressSilentRefreshForUserMapOpen() private void SuppressSilentRefreshForUserMapOpen()
{ {
+1 -1
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@@ -4,7 +4,7 @@
<Name>HSMappy</Name> <Name>HSMappy</Name>
<InternalName>HSMappy</InternalName> <InternalName>HSMappy</InternalName>
<Author>Knack117</Author> <Author>Knack117</Author>
<Version>1.0.0.18</Version> <Version>1.0.0.19</Version>
<Punchline>A more versatile in-game map.</Punchline> <Punchline>A more versatile in-game map.</Punchline>
<Description>Replaces the in-game map with an ImGui implementation with several additional features. Fork with minimap improvements, quest radius on minimap, and more.</Description> <Description>Replaces the in-game map with an ImGui implementation with several additional features. Fork with minimap improvements, quest radius on minimap, and more.</Description>
<RepoUrl>http://brassnet.ddns.net:33983/KnackAtNite/HSMappy</RepoUrl> <RepoUrl>http://brassnet.ddns.net:33983/KnackAtNite/HSMappy</RepoUrl>
+1 -1
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@@ -1 +1 @@
[{"Author":"Knack117","Name":"HSMappy","Punchline":"A more versatile in-game map.","Description":"Replaces the in-game map with an ImGui implementation with several additional features. Fork with minimap improvements, quest radius on minimap, white gradient player cone, and more.","Changelog":"1.0.0.18: Minimap automations (Desynth, Extract, Repair, Equip, Coffers); player movement cancels automation; >> button with tooltip. 1.0.0.17: Minimap stays visible during dialogue (NPC/quest); rest of hide behavior unchanged. 1.0.0.16: Draw minimap underneath other UI (HSUI etc); Draw Under Other UI config option. 1.0.0.15: Top/Bottom Info Bars: renamed from Map Info/Coordinate; configurable order for both; Repair % (most damaged item); font, size, color, background for both bars; right-align last bottom bar element. 1.0.0.14: Movement Trail (Carbonite-style) - red dots show where you've been on map and minimap; configurable distance, fade time, max points; Clear Trail in context menu. 1.0.0.13: User-placed map notes with Title/Description; custom white-page icon; notes on minimap; Remove Note via context menu; Note List layout fix. 1.0.0.12: Other players on minimap use distinct icon (60403) from party markers. 1.0.0.11: Player/NPC tracking on minimap with Show Players and NPCs toggle. 1.0.0.10: Release build. Suppress silent refresh at start of OnOpenMapHook; remove debug logging. 1.0.0.9: Duty List quest click: don't Hide() when viewing quest map (SelectedMapId != CurrentMapId). 1.0.0.8: Cancel silent refresh when opening map from Duty List so it doesn't immediately close. 1.0.0.7: Duty List quest click opens Area Map even when Hide With Game GUI would block it. 1.0.0.6: Minimap stays open after client restart (restore on login). 1.0.0.5: Fix crash when map texture path is invalid (ArgumentOutOfRangeException in Lumina GetFileHash). 1.0.0.4: Temp marker circle refreshes when quest objective is progressed. 1.0.0.3: Fix marker cache refresh after quest turn-in; invalidate temp cache so old markers don't persist. 1.0.0.2: Red direction arrow on minimap pointing to player flag. 1.0.0.1: Duty List quest click keeps Area Map open; player flags show on minimap. 1.0.0.0: Initial HSMappy release. Minimap: quest radius circle (orange, transparent), tooltip; cone drawn under markers; white gradient cone; /hsmappy commands.","InternalName":"HSMappy","AssemblyVersion":"1.0.0.18","RepoUrl":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy","ApplicableVersion":"any","Tags":["map","mapping","overlay","utility"],"CategoryTags":["jobs"],"DalamudApiLevel":14,"DownloadLinkInstall":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.18/latest.zip","IsHide":false,"IsTestingExclusive":false,"DownloadLinkTesting":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.18/latest.zip","DownloadLinkUpdate":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.18/latest.zip","LastUpdate":"1772372275"}] [{"Author":"Knack117","Name":"HSMappy","Punchline":"A more versatile in-game map.","Description":"Replaces the in-game map with an ImGui implementation with several additional features. Fork with minimap improvements, quest radius on minimap, white gradient player cone, and more.","Changelog":"1.0.0.19: Minimap quest area circles refresh when multi-step objective progresses (1/3 -> 2/3, etc.). 1.0.0.18: Minimap automations (Desynth, Extract, Repair, Equip, Coffers); player movement cancels automation; >> button with tooltip. 1.0.0.17: Minimap stays visible during dialogue (NPC/quest); rest of hide behavior unchanged. 1.0.0.16: Draw minimap underneath other UI (HSUI etc); Draw Under Other UI config option. 1.0.0.15: Top/Bottom Info Bars: renamed from Map Info/Coordinate; configurable order for both; Repair % (most damaged item); font, size, color, background for both bars; right-align last bottom bar element. 1.0.0.14: Movement Trail (Carbonite-style) - red dots show where you've been on map and minimap; configurable distance, fade time, max points; Clear Trail in context menu. 1.0.0.13: User-placed map notes with Title/Description; custom white-page icon; notes on minimap; Remove Note via context menu; Note List layout fix. 1.0.0.12: Other players on minimap use distinct icon (60403) from party markers. 1.0.0.11: Player/NPC tracking on minimap with Show Players and NPCs toggle. 1.0.0.10: Release build. Suppress silent refresh at start of OnOpenMapHook; remove debug logging. 1.0.0.9: Duty List quest click: don't Hide() when viewing quest map (SelectedMapId != CurrentMapId). 1.0.0.8: Cancel silent refresh when opening map from Duty List so it doesn't immediately close. 1.0.0.7: Duty List quest click opens Area Map even when Hide With Game GUI would block it. 1.0.0.6: Minimap stays open after client restart (restore on login). 1.0.0.5: Fix crash when map texture path is invalid (ArgumentOutOfRangeException in Lumina GetFileHash). 1.0.0.4: Temp marker circle refreshes when quest objective is progressed. 1.0.0.3: Fix marker cache refresh after quest turn-in; invalidate temp cache so old markers don't persist. 1.0.0.2: Red direction arrow on minimap pointing to player flag. 1.0.0.1: Duty List quest click keeps Area Map open; player flags show on minimap. 1.0.0.0: Initial HSMappy release. Minimap: quest radius circle (orange, transparent), tooltip; cone drawn under markers; white gradient cone; /hsmappy commands.","InternalName":"HSMappy","AssemblyVersion":"1.0.0.19","RepoUrl":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy","ApplicableVersion":"any","Tags":["map","mapping","overlay","utility"],"CategoryTags":["jobs"],"DalamudApiLevel":14,"DownloadLinkInstall":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.19/latest.zip","IsHide":false,"IsTestingExclusive":false,"DownloadLinkTesting":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.19/latest.zip","DownloadLinkUpdate":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.19/latest.zip","LastUpdate":"1772407702"}]