1package com.runehive.game.world.entity.combat.strategy.player.special.range;
3import com.runehive.game.Animation;
4import com.runehive.game.Graphic;
5import com.runehive.game.UpdatePriority;
6import com.runehive.game.world.entity.combat.attack.FightType;
7import com.runehive.game.world.entity.combat.hit.CombatHit;
8import com.runehive.game.world.entity.combat.hit.Hit;
9import com.runehive.game.world.entity.combat.strategy.player.PlayerRangedStrategy;
10import com.runehive.game.world.entity.mob.Mob;
11import com.runehive.game.world.entity.mob.player.Player;
24 super.hitsplat(attacker, defender,
hit);
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.
final CombatHit nextRangedHit(T attacker, Mob defender)
void hit(Player attacker, Mob defender, Hit hit)
Animation getAttackAnimation(Player attacker, Mob defender)
void hitsplat(Player attacker, Mob defender, Hit hit)
int modifyDamage(Player attacker, Mob defender, int roll)
CombatHit[] getHits(Player attacker, Mob defender)
static final Ballista INSTANCE
static final Graphic GRAPHIC
static final Animation ANIMATION
int modifyAccuracy(Player attacker, Mob defender, int roll)
int getAttackDelay(Player attacker, Mob defender, FightType fightType)
Optional< Graphic > graphic
This class represents a character controlled by a player.
Represents different priorities for updating.
The enumerated type whose elements represent the fighting types.