Four defects found reviewing this against AzerothCore efe123fab and mod-playerbots 8d9f6aa6 (both 2026-08-14). 1. Bot routing did nothing. Engine::ChangeStrategy switches on name[0] and only handles '+', '-', '~' and '?'; a bare "new rpg" fell through every case. Bots still drifted toward the hotspot, but only because rpgInfo.ChangeToGoGrind() works and AiFactory already grants the strategy when AiPlayerbot.EnableNewRpgStrategy is on. Now sends "+new rpg", and only to BOT_STATE_NON_COMBAT -- the combat engine never carries it. 2. Node lifetime was off by 1000x. The respawnTime argument to Map::SummonGameObject lands in GameObject::SetRespawnTime(int32), which is seconds. Passing DurationMs made a 20-minute event's nodes live ~13.9 days, so they only ever vanished via the explicit despawn at event end. 3. LoadConfig cleared _spawnedNodes and _active without despawning, so a `.reload config` mid-event orphaned every node permanently (compounded by defect 2). It now tears the running event down first. 4. Spawns reused the anchor's exact Z for every scattered X/Y with no ground probe and no LOS check, leaving nodes floating or buried on the hilly zones in the default pool. Placement now probes ground height, rejects drift beyond 20y, requires LOS from the anchor, and retries up to 8 times. Verified with a clang -fsyntax-only pass using the live build's own compile flags plus the mod-playerbots include tree. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019vTNrJGsprcjdjjjDJD5ZM
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Changelog
All notable changes to mod-gold-rush will be documented in this file.
[Unreleased — hallsworth fork]
Fixed
- Bot routing is no longer a silent no-op.
Engine::ChangeStrategydispatches on the first character of the strategy name and ignores anything without a+/-/~/?prefix, so the bare"new rpg"calls did nothing. Now sends"+new rpg", and only to the non-combat engine, which is the only engineAiFactoryever adds it to. - Temporary node lifetime is no longer 1000x too long. The
respawnTimeargument toMap::SummonGameObjectreachesGameObject::SetRespawnTime(int32), which is in seconds; the module was passing milliseconds, turning a 20-minute event into a ~14-day one. Nodes never expired on their own. - A config reload during a live event no longer orphans its gameobjects.
LoadConfigcleared the tracked node list without despawning, leaving nodes in the world with nothing left to remove them. - Nodes are placed on real ground. Spawns previously reused the anchor's exact Z for every scattered X/Y, so on sloped terrain they floated or sank. Placement now probes ground height, rejects cliffs and lower floors, requires line of sight to the anchor, and retries a few times before giving up on a node.
Changed
- Node scatter uses a square-root radius so points spread evenly across the disc instead of bunching near the anchor.
DespawnHotspotNodesresolves the map once instead of per node, and warns if the map cannot be resolved.- Dropped the redundant
SetRespawnTime/SetSpawnedByDefaultcalls afterMap::SummonGameObject, which already does both.
[Unreleased]
Added
- Standalone repository documentation in
README.md. - Initial
CHANGELOG.mdfor tracking module releases. - Clear documentation that
mod-playerbotsis a required dependency. - Added a compatibility section describing the AzerothCore + Playerbots expectations for this module.
Changed
- Loosened Gold Rush hotspot selection so events can fall back to eligible live-player zones when configured hotspots are unavailable.
- Improved GM messaging for zone eligibility failures.
- Allowed zone-based fallback when an exact configured sub-area anchor is not available.
Fixed
- Fixed
GoldRush.NodeEntriesparsing so configured node IDs are actually loaded fromgold_rush.conf. - Fixed startup behavior where Gold Rush could appear to have no valid node entries even when configuration values were present.
- Fixed
teststartand scheduler flows that were overly strict about allowed zones.