diff --git a/src/GoldRush.cpp b/src/GoldRush.cpp index 782c530..9e7e873 100644 --- a/src/GoldRush.cpp +++ b/src/GoldRush.cpp @@ -487,7 +487,29 @@ private: if (!IsEligibleAnchor(player)) return {}; - return BuildSiteFromAnchor(player); + GoldRushSite site = BuildSiteFromAnchor(player); + + // BuildSiteFromAnchor only knows the player's live zone/area IDs -- it has + // no access to the per-zone NodeEntries/BonusEntries parsed from + // GoldRush.ZonePool into _sites. SelectSiteForPlayer() tries a player + // anchor FIRST and only falls back to picking randomly from _sites when no + // eligible player is available, so without this lookup, the common case + // (a live player standing in a configured zone) silently lost its + // zone-specific resources and fell back to the global pool every time -- + // exactly the bug reported after the v2 zone-resources feature shipped: + // events kept spawning the default Northrend-flavored global pool + // regardless of which zone they were actually anchored in. + for (GoldRushSite const& configured : _sites) + { + if (configured.ZoneId == site.ZoneId) + { + site.NodeEntries = configured.NodeEntries; + site.BonusEntries = configured.BonusEntries; + break; + } + } + + return site; } std::vector BuildSites(std::string const& zones) const