diff --git a/src/GoldRush.cpp b/src/GoldRush.cpp index 9e7e873..782c530 100644 --- a/src/GoldRush.cpp +++ b/src/GoldRush.cpp @@ -487,29 +487,7 @@ private: if (!IsEligibleAnchor(player)) return {}; - 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; + return BuildSiteFromAnchor(player); } std::vector BuildSites(std::string const& zones) const