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Fix: npc animations - #549

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AngeloTadeucci merged 1 commit into
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npc-anim
Jul 23, 2025
Merged

Fix: npc animations#549
AngeloTadeucci merged 1 commit into
masterfrom
npc-anim

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@AngeloTadeucci

@AngeloTadeucci AngeloTadeucci commented Jul 23, 2025

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Fix npcs switching between idle and playing a constant animation
Fix npcs stuck in animation when they should be playing death animation

Summary by CodeRabbit

  • Bug Fixes
    • Prevented control updates from being broadcast for NPCs that are dead.
    • Improved emote state handling to optionally skip transitioning to idle after certain actions, resulting in more accurate character behavior.

Fix npcs switching between idle and playing a constant animation
Fix npcs stuck in animation when they should be playing death animation
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coderabbitai Bot commented Jul 23, 2025

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Walkthrough

This update introduces a new private flag, dontIdleOnStateEnd, to the MovementState class, allowing conditional skipping of the idle transition after an emote ends. The flag is also set in the standby logic based on the isIdle parameter. Additionally, the NPC update logic now prevents broadcasting control updates for dead NPCs.

Changes

File(s) Change Summary
.../MovementStateStates/MovementState.Emote.cs Added dontIdleOnStateEnd flag and conditional logic to skip idle transition after emote.
.../MovementStateTasks/MovementState.StandbyTask.cs Sets dontIdleOnStateEnd based on isIdle parameter in Standby method.
.../FieldNpc.cs Update method now prevents broadcasting control for dead NPCs.

Sequence Diagram(s)

sequenceDiagram
    participant Client
    participant MovementState
    participant EmoteActionTask

    Client->>MovementState: Trigger Emote
    MovementState->>EmoteActionTask: Start Emote
    EmoteActionTask-->>MovementState: Emote Completed
    alt dontIdleOnStateEnd is true
        MovementState-->>MovementState: Return (skip Idle)
    else dontIdleOnStateEnd is false
        MovementState->>MovementState: Idle()
    end
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Estimated code review effort

2 (~15 minutes)

Possibly related PRs

  • AngeloTadeucci/Maple2#382: Modifies emote and idle state transitions in MovementState, directly related to this PR's emote/idle control flow changes.
  • AngeloTadeucci/Maple2#473: Changes dontIdleOnStateEnd handling and modifies related logic in MovementState.StandbyTask.cs, overlapping with this PR's updates to the same field and class.

Suggested reviewers

  • Zintixx

Poem

A bunny hops, a flag is set,
Emotes may end, but idle’s not met.
NPCs now rest when gone from the fray,
Control broadcasts quietly hop away.
With careful tweaks and thoughtful code,
The server’s garden smoothly flowed! 🐇


📜 Recent review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between fdc2037 and e04bdf3.

📒 Files selected for processing (3)
  • Maple2.Server.Game/Model/Field/Actor/ActorStateComponent/MovementStateStates/MovementState.Emote.cs (2 hunks)
  • Maple2.Server.Game/Model/Field/Actor/ActorStateComponent/MovementStateTasks/MovementState.StandbyTask.cs (1 hunks)
  • Maple2.Server.Game/Model/Field/Actor/FieldNpc.cs (1 hunks)
🔇 Additional comments (4)
Maple2.Server.Game/Model/Field/Actor/ActorStateComponent/MovementStateTasks/MovementState.StandbyTask.cs (1)

28-28: LGTM! Correctly sets the idle transition control flag.

This change properly sets the dontIdleOnStateEnd flag based on the isIdle parameter, which will prevent unnecessary idle transitions when NPCs are already in an idle state. This aligns with the PR objective of fixing improper animation switching.

Maple2.Server.Game/Model/Field/Actor/FieldNpc.cs (1)

184-184: LGTM! Prevents control broadcasting for dead NPCs.

This change correctly prevents broadcasting NPC control updates when the NPC is dead, ensuring that death animations can play properly without interference from ongoing control updates. This directly addresses the PR objective of fixing NPCs getting stuck in animations when they should be playing death animations.

Maple2.Server.Game/Model/Field/Actor/ActorStateComponent/MovementStateStates/MovementState.Emote.cs (2)

7-7: LGTM! Well-named flag for controlling idle transitions.

The dontIdleOnStateEnd field clearly communicates its purpose and provides the necessary control mechanism for preventing unwanted idle transitions after emotes end.


27-29: LGTM! Correctly implements conditional idle transition logic.

This conditional check properly prevents the transition to idle state when dontIdleOnStateEnd is true, allowing for more precise control over NPC animation states. The early return maintains the existing flow while adding the new behavior needed to fix the animation switching issues.

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@AngeloTadeucci
AngeloTadeucci merged commit d1aaac2 into master Jul 23, 2025
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@AngeloTadeucci
AngeloTadeucci deleted the npc-anim branch July 23, 2025 03:07
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2 participants