TrinityCore / TrinityCore/TrinityCore

Core/Gameobject: Trap visibility distance with detection

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Branch-3.3.5a Comp-Core Sub-GameObject
Dominant language
C++
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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:

  1. Connect a rogue and a hunt
  2. start a dual
  3. use any trap
  4. 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

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. 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

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