1package com.runehive.game.world.entity.combat.strategy.player.special.melee;
3import com.runehive.game.Animation;
4import com.runehive.game.Graphic;
5import com.runehive.game.UpdatePriority;
6import com.runehive.game.world.entity.combat.hit.CombatHit;
7import com.runehive.game.world.entity.combat.hit.Hit;
8import com.runehive.game.world.entity.combat.strategy.player.PlayerMeleeStrategy;
9import com.runehive.game.world.entity.mob.Mob;
10import com.runehive.game.world.entity.mob.player.Player;
22 super.attack(attacker, defender,
hit);
28 super.start(attacker, defender, hits);
Class that models a single animation used by an entity.
Represents a single graphic that can be used by entities.
A wrapper for a Hit object, adding additional variables for hit and hitsplat delays.
A Hit object holds the damage amount and hitsplat data.
CombatHit nextMeleeHit(T attacker, Mob defender)
void hit(Player attacker, Mob defender, Hit hit)
Animation getAttackAnimation(Player attacker, Mob defender)
static final Graphic GRAPHIC
void attack(Player attacker, Mob defender, Hit hit)
void start(Player attacker, Mob defender, Hit[] hits)
static final AbyssalTentacleWhip INSTANCE
CombatHit[] getHits(Player attacker, Mob defender)
static final Animation ANIMATION
Optional< Graphic > graphic
This class represents a character controlled by a player.
Represents different priorities for updating.