fix: player-anchored events never got zone-specific resources #6
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Delete branch "fix/player-anchored-site-missing-zone-resources"
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Root cause of testing showing Titanium Vein/Northrend herbs in Un'Goro Crater after the v2 zone-resources feature merged.
SelectSiteForPlayer()anchors on a live player's position first (the common case -- there's almost always someone online), viaBuildEligibleSiteFromPlayer->BuildSiteFromAnchor. That function only reads the player's live zone/area IDs from world state -- it never looks up the matchingNodeEntries/BonusEntriesthatBuildSites()parsed fromGoldRush.ZonePoolinto_sites. So every player-anchored event got empty resource pools and fell back to global, regardless of ZonePool config -- only the (much rarer) no-eligible-player fallback path, which picks randomly from_sitesdirectly, ever got real zone-specific resources.Fix: after building the site from the player's position, look up a matching
_sitesentry byZoneIdand inherit its resource pools. Zones that are eligible anchors but have no_sitesentry still correctly fall through to the global pool -- that was never broken.