[ISSUE] - C_Map.GetMapInfo
gaveer opened this issue ยท 3 comments
Description
Error after exit the dungeon
APR Version
APR 3.0.3
APR Route
Speedrun
World of Warcraft Flavor
Retail (Default)
Tested with only APR
- Yes
- No
Lua Error
226x APR-Core/Map.lua:58: Usage: local info = C_Map.GetMapInfo(uiMapID)
[string "=[C]"]: in function `GetMapInfo'
[string "@APR-Core/Map.lua"]:58: in function <APR-Core/Map.lua:55>
[string "@APR-Core/Map.lua"]:198: in function `UpdateMinimapLine'
[string "@APR-Core/Map.lua"]:132: in function <APR-Core/Map.lua:130>
Locals:
(*temporary) = nil
Reproduction Steps
Enter Dungeon
Exit dungeon
Last Good Version
No response
Screenshots
No response
Any additional information?
No response
local function checkIsInRouteZone()
if APR.FP.GoToZone then
local currentMapID = C_Map.GetBestMapForUnit("player")
local parentMapID = C_Map.GetMapInfo(currentMapID).parentMapID
local childrenMap = C_Map.GetMapChildrenInfo(parentMapID)
local isPresent = false
for _, map in ipairs(childrenMap) do
if map.mapID == APR.FP.GoToZone then
isPresent = true
break
end
end
return isPresent
end
return true
end
changed to
local function checkIsInRouteZone()
if APR.FP.GoToZone then
local currentMapID = C_Map.GetBestMapForUnit("player")
if currentMapID then
local mapInfo = C_Map.GetMapInfo(currentMapID)
if mapInfo then
local parentMapID = mapInfo.parentMapID
local childrenMap = C_Map.GetMapChildrenInfo(parentMapID)
local isPresent = false
for _, map in ipairs(childrenMap) do
if map.mapID == APR.FP.GoToZone then
isPresent = true
break
end
end
return isPresent
end
end
end
return true
end
another error
27x APR-Core/helpers/PlayerPosition.lua:35: Usage: local continentID, worldPosition = C_Map.GetWorldPosFromMapPos(uiMapID, mapPosition)
[string "=[C]"]: in function `GetWorldPosFromMapPos'
[string "@APR-Core/helpers/PlayerPosition.lua"]:35: in function `GetPlayerMapPos'
[string "@APR-Core/Map.lua"]:374: in function `AddMapPins'
[string "@APR-Core/Map.lua"]:439: in function <APR-Core/Map.lua:415>
Locals:
(*temporary) = nil
(*temporary) = <table> {
DivideBy = <function> defined @SharedXML/Vector2D.lua:90
GetLength = <function> defined @SharedXML/Vector2D.lua:118
Normalize = <function> defined @SharedXML/Vector2D.lua:122
Dot = <function> defined @SharedXML/Vector2D.lua:106
GetLengthSquared = <function> defined @SharedXML/Vector2D.lua:114
GetXY = <function> defined @SharedXML/Vector2D.lua:77
OnLoad = <function> defined @SharedXML/Vector2D.lua:68
IsZero = <function> defined @SharedXML/Vector2D.lua:110
RotateDirection = <function> defined @SharedXML/Vector2D.lua:126
x = 0
y = 0
IsEqualTo = <function> defined @SharedXML/Vector2D.lua:72
Clone = <function> defined @SharedXML/Vector2D.lua:130
Cross = <function> defined @SharedXML/Vector2D.lua:102
Subtract = <function> defined @SharedXML/Vector2D.lua:98
SetXY = <function> defined @SharedXML/Vector2D.lua:81
ScaleBy = <function> defined @SharedXML/Vector2D.lua:86
Add = <function> defined @SharedXML/Vector2D.lua:94
}
the entire transport and player position detection logic is currently being reworked, this bug has already been fixed locally
well.. in any case I've just completely redone the function to take into account other parameters
A beta version will soon be available with all the changes