mod-gold-rush/CHANGELOG.md
Claude 2857b0580e
feat: hold the scheduler on an empty server instead of polling into an ambush
Every failed scheduled start overwrote the rolled Min/MaxInterval with a
hard-coded 5 minutes and never restored it, so on a server that sits empty
the scheduler degenerated into a permanent 5-minute poll. The moment the
first player logged in, an event fired within one retry window and anchored
on their exact position, with a server-wide announcement -- login ambush
rather than a scheduled world event. It also wrote a retry line to
gold-rush.log every 5 minutes forever (Debug defaults to 1).

StartEvent now counts eligible anchors when the schedule expires, holds
without consuming the interval while below MinPlayersOnline, and inserts
GraceMinutes once the world repopulates. The count runs only on schedule
expiry, never per world tick.

New config: GoldRush.RetryMinutes (5), GoldRush.GraceMinutes (15),
GoldRush.MinPlayersOnline (1). GraceMinutes = 0 rolls a fresh interval
instead. GM-forced starts pass scheduled=false and bypass both gates.

Verified with clang -fsyntax-only against the live build's compile flags.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019vTNrJGsprcjdjjjDJD5ZM
2026-09-03 16:58:04 +00:00

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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::ChangeStrategy` dispatches 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 engine `AiFactory` ever adds it to.
- Temporary node lifetime is no longer 1000x too long. The `respawnTime` argument to
`Map::SummonGameObject` reaches `GameObject::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. `LoadConfig`
cleared 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.
### Added
- `GoldRush.RetryMinutes` (default 5), `GoldRush.GraceMinutes` (default 15) and
`GoldRush.MinPlayersOnline` (default 1).
### Changed
- The scheduler no longer collapses to a fixed retry poll on an empty server. Previously
every failed attempt overwrote the rolled Min/MaxInterval with a hard-coded 5 minutes
and stayed there, so the first player to log in got an event announced on top of them
within one retry window. It now holds while the world is below `MinPlayersOnline`, and
waits `GraceMinutes` once the world repopulates before running. GM-forced starts
(`.goldrush start` / `teststart`) bypass both checks.
- Node scatter uses a square-root radius so points spread evenly across the disc
instead of bunching near the anchor.
- `DespawnHotspotNodes` resolves the map once instead of per node, and warns if the
map cannot be resolved.
- Dropped the redundant `SetRespawnTime` / `SetSpawnedByDefault` calls after
`Map::SummonGameObject`, which already does both.
## [Unreleased]
### Added
- Standalone repository documentation in `README.md`.
- Initial `CHANGELOG.md` for tracking module releases.
- Clear documentation that `mod-playerbots` is 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.NodeEntries` parsing so configured node IDs are actually
loaded from `gold_rush.conf`.
- Fixed startup behavior where Gold Rush could appear to have no valid node
entries even when configuration values were present.
- Fixed `teststart` and scheduler flows that were overly strict about allowed
zones.