TrinityCore / TrinityCore/TrinityCore
Core/Gameobject: Trap visibility distance with detection
Nobody has claimed this yet.
- Dominant language
- C++
- Stars
- 10.8k
- Forks
- 6.4k
- Avg merge
- 3d 16m
- Merged PRs (30d)
- 6
Description
Description: The visibility of a trap for a rogue with Detect Traps is too short, for example a hunter trap will appears only at 10 yards.
Expected behavior: The visibility of a trap for a rogue must be the normal visibility distance or at least superior to the range of the spell Disarm Trap=20 yards
Disarm Trap: https://woehead.way-of-elendil.fr/?spell=1842
Detect Traps: https://woehead.way-of-elendil.fr/?spell=2836
Explosive Trap: https://woehead.way-of-elendil.fr/?spell=49067
Steps to reproduce the problem:
- Connect a rogue and a hunt
- start a dual
- use any trap
- move the rogue to the trap and notice it will turn visible only at 10 yards
Branch(es): 3.3.5
TC rev. hash/commit: rev. 03ef79f3d9e3
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reproducing the issue on the 3.3.5 branch using the listed rogue, hunter, Detect Traps, Disarm Trap, and Explosive Trap steps. Trace the trap visibility and detection behavior, then verify that a detected trap is visible at normal visibility distance or at least 20 yards; repeat the reproduction steps to confirm the fix.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100