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;
24 super.attack(attacker, defender,
hit);
30 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)
Handles the abyssal whip weapon special attack.
CombatHit[] getHits(Player attacker, Mob defender)
static final Animation ANIMATION
void start(Player attacker, Mob defender, Hit[] hits)
static final Graphic GRAPHIC
int modifyAccuracy(Player attacker, Mob defender, int roll)
static final AbyssalWhip INSTANCE
Animation getAttackAnimation(Player attacker, Mob defender)
void attack(Player attacker, Mob defender, Hit hit)
Optional< Graphic > graphic
This class represents a character controlled by a player.
Represents different priorities for updating.