v1.0.0.1: Duty List quest click keeps Area Map open; player flags show on minimap

Made-with: Cursor
This commit is contained in:
2026-02-26 21:16:31 -05:00
parent 9659f7a7d1
commit 8defee77c9
4 changed files with 40 additions and 16 deletions
+36 -13
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@@ -33,6 +33,8 @@ public unsafe class IntegrationsController : IDisposable
private bool _requestRefreshOnLoad = true; private bool _requestRefreshOnLoad = true;
/// <summary>Frames to wait before moving the map off-screen after a silent refresh so the game has time to populate markers.</summary> /// <summary>Frames to wait before moving the map off-screen after a silent refresh so the game has time to populate markers.</summary>
private int _silentRefreshHideFramesRemaining; private int _silentRefreshHideFramesRemaining;
/// <summary>Frames to skip quest/temp-marker-triggered silent refresh after user opened map via Duty List (quest/gathering/flag/teleport).</summary>
private int _suppressSilentRefreshFramesRemaining;
/// <summary>True while we're doing a silent refresh; OnAreaMapPreShow should not open the MapWindow.</summary> /// <summary>True while we're doing a silent refresh; OnAreaMapPreShow should not open the MapWindow.</summary>
public static bool SilentRefreshInProgress { get; private set; } public static bool SilentRefreshInProgress { get; private set; }
@@ -135,20 +137,29 @@ public unsafe class IntegrationsController : IDisposable
} }
// Quest turned in, quest accepted, or objectives updated: refresh so markers stay in sync // Quest turned in, quest accepted, or objectives updated: refresh so markers stay in sync
// Skip these triggers when user just opened map via Duty List (quest/gathering/flag/teleport)
// so we don't close the map they intentionally opened.
if (_suppressSilentRefreshFramesRemaining > 0) {
_suppressSilentRefreshFramesRemaining--;
}
var skipQuestTempRefresh = _suppressSilentRefreshFramesRemaining > 0;
var questCount = GetActiveQuestCount(); var questCount = GetActiveQuestCount();
var tempCount = -1; var tempCount = -1;
try { tempCount = (int)AgentMap.Instance()->TempMapMarkerCount; } catch { } try { tempCount = (int)AgentMap.Instance()->TempMapMarkerCount; } catch { }
if (_lastQuestCount >= 0 && questCount < _lastQuestCount)
RequestSilentRefresh(); // quest turned in
if (_lastQuestCount >= 0 && questCount > _lastQuestCount)
RequestSilentRefresh(); // quest accepted
if (_lastTempMarkerCount >= 0 && tempCount >= 0 && tempCount < _lastTempMarkerCount)
RequestSilentRefresh(); // objectives decreased
if (_lastTempMarkerCount >= 0 && tempCount >= 0 && tempCount > _lastTempMarkerCount)
RequestSilentRefresh(); // objectives added (e.g. new quest)
var sequenceSnapshot = GetQuestSequenceSnapshot(); var sequenceSnapshot = GetQuestSequenceSnapshot();
if (_lastQuestSequenceSnapshot.Length > 0 && sequenceSnapshot != _lastQuestSequenceSnapshot) if (!skipQuestTempRefresh) {
RequestSilentRefresh(); // quest step advanced (multi-step objective) if (_lastQuestCount >= 0 && questCount < _lastQuestCount)
RequestSilentRefresh(); // quest turned in
if (_lastQuestCount >= 0 && questCount > _lastQuestCount)
RequestSilentRefresh(); // quest accepted
if (_lastTempMarkerCount >= 0 && tempCount >= 0 && tempCount < _lastTempMarkerCount)
RequestSilentRefresh(); // objectives decreased
if (_lastTempMarkerCount >= 0 && tempCount >= 0 && tempCount > _lastTempMarkerCount)
RequestSilentRefresh(); // objectives added (e.g. new quest)
if (_lastQuestSequenceSnapshot.Length > 0 && sequenceSnapshot != _lastQuestSequenceSnapshot)
RequestSilentRefresh(); // quest step advanced (multi-step objective)
}
_lastQuestCount = questCount; _lastQuestCount = questCount;
_lastTempMarkerCount = tempCount; _lastTempMarkerCount = tempCount;
_lastQuestSequenceSnapshot = sequenceSnapshot; _lastQuestSequenceSnapshot = sequenceSnapshot;
@@ -173,6 +184,12 @@ public unsafe class IntegrationsController : IDisposable
} }
} }
/// <summary>Call when user opens map via Duty List (quest/gathering/flag/teleport). Suppresses quest/temp-marker-triggered silent refresh for ~1s so we don't close the map.</summary>
private void SuppressSilentRefreshForUserMapOpen()
{
_suppressSilentRefreshFramesRemaining = 30; // ~1 second at typical framerate
}
/// <summary>Request a silent map refresh; opens the map, waits a few frames for the game to populate markers (and caches), then Hide().</summary> /// <summary>Request a silent map refresh; opens the map, waits a few frames for the game to populate markers (and caches), then Hide().</summary>
private void RequestSilentRefresh() private void RequestSilentRefresh()
{ {
@@ -348,10 +365,11 @@ public unsafe class IntegrationsController : IDisposable
Service.Log.Debug($"[OpenMap] Centering Map on X = {targetMarker.X}, Y = {targetMarker.Y}"); Service.Log.Debug($"[OpenMap] Centering Map on X = {targetMarker.X}, Y = {targetMarker.Y}");
} }
SuppressSilentRefreshForUserMapOpen();
System.MapWindow.ProcessingCommand = true; System.MapWindow.ProcessingCommand = true;
} }
private static void ProcessGatheringLink(AgentMap* agent) private void ProcessGatheringLink(AgentMap* agent)
{ {
Service.Log.Debug("[OpenMap] Processing GatheringLog Event"); Service.Log.Debug("[OpenMap] Processing GatheringLog Event");
@@ -363,10 +381,11 @@ public unsafe class IntegrationsController : IDisposable
Service.Log.Debug($"[OpenMap] Centering Map on X = {targetMarker.X}, Y = {targetMarker.Y}"); Service.Log.Debug($"[OpenMap] Centering Map on X = {targetMarker.X}, Y = {targetMarker.Y}");
} }
SuppressSilentRefreshForUserMapOpen();
System.MapWindow.ProcessingCommand = true; System.MapWindow.ProcessingCommand = true;
} }
private static void ProcessFlagLink(AgentMap* agent) private void ProcessFlagLink(AgentMap* agent)
{ {
Service.Log.Debug("[OpenMap] Processing FlagMarker Event"); Service.Log.Debug("[OpenMap] Processing FlagMarker Event");
@@ -378,10 +397,11 @@ public unsafe class IntegrationsController : IDisposable
Service.Log.Debug($"[OpenMap] Centering Map on X = {targetMarker.X}, Y = {targetMarker.Y}"); Service.Log.Debug($"[OpenMap] Centering Map on X = {targetMarker.X}, Y = {targetMarker.Y}");
} }
SuppressSilentRefreshForUserMapOpen();
System.MapWindow.ProcessingCommand = true; System.MapWindow.ProcessingCommand = true;
} }
private static void ProcessForayLink(AgentMap* agent, OpenMapInfo* mapInfo) private void ProcessForayLink(AgentMap* agent, OpenMapInfo* mapInfo)
{ {
Service.Log.Debug("[OpenMap] Processing Bozja Event"); Service.Log.Debug("[OpenMap] Processing Bozja Event");
@@ -392,6 +412,7 @@ public unsafe class IntegrationsController : IDisposable
CenterOnMarker(eventMarker.Value); CenterOnMarker(eventMarker.Value);
} }
SuppressSilentRefreshForUserMapOpen();
System.MapWindow.ProcessingCommand = true; System.MapWindow.ProcessingCommand = true;
} }
@@ -407,12 +428,14 @@ public unsafe class IntegrationsController : IDisposable
OpenMap(mapInfo->MapId); OpenMap(mapInfo->MapId);
SuppressSilentRefreshForUserMapOpen();
System.MapWindow.ProcessingCommand = true; System.MapWindow.ProcessingCommand = true;
return; return;
} }
Service.Log.Debug($"[OpenMap] Already in MapId: {targetMapId}, aborting."); Service.Log.Debug($"[OpenMap] Already in MapId: {targetMapId}, aborting.");
SuppressSilentRefreshForUserMapOpen();
System.MapWindow.ProcessingCommand = true; System.MapWindow.ProcessingCommand = true;
} }
@@ -674,7 +674,8 @@ public partial class MapRenderer
var agent = AgentMap.Instance(); var agent = AgentMap.Instance();
if (agent->FlagMarkerCount is 0) return; if (agent->FlagMarkerCount is 0) return;
ref var flag = ref agent->FlagMapMarkers[0]; ref var flag = ref agent->FlagMapMarkers[0];
if (flag.TerritoryId != agent->CurrentMapId) return; // Match territory (zone) and map (sub-area); flag stores TerritoryId and MapId from SetFlagMapMarker
if (flag.TerritoryId != agent->CurrentTerritoryId || flag.MapId != agent->CurrentMapId) return;
if (System.IconConfig.IconSettingMap.TryGetValue(flag.MapMarker.IconId, out var setting) && setting.Hide) return; if (System.IconConfig.IconSettingMap.TryGetValue(flag.MapMarker.IconId, out var setting) && setting.Hide) return;
+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>1.0.0.0</Version> <Version>1.0.0.1</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":"1.0.0.0: Initial HSMappy release. Minimap: quest radius circle (orange, transparent), tooltip; cone drawn under markers; white gradient cone; /hsmappy commands.","InternalName":"HSMappy","AssemblyVersion":"1.0.0.0","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/v1.0.0.0/latest.zip","IsHide":false,"IsTestingExclusive":false,"DownloadLinkTesting":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.0/latest.zip","DownloadLinkUpdate":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.0/latest.zip","LastUpdate":"1761700000"}] [{"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":"1.0.0.1: 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":"1.0.0.1","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/v1.0.0.1/latest.zip","IsHide":false,"IsTestingExclusive":false,"DownloadLinkTesting":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.1/latest.zip","DownloadLinkUpdate":"http://brassnet.ddns.net:33983/KnackAtNite/HSMappy/releases/download/v1.0.0.1/latest.zip","LastUpdate":"1772140521"}]