1package com.runehive.game.world.entity.combat.strategy.npc.impl;
3import com.runehive.game.Animation;
4import com.runehive.game.UpdatePriority;
5import com.runehive.game.world.World;
6import com.runehive.game.world.entity.combat.CombatUtil;
7import com.runehive.game.world.entity.combat.attack.FightType;
8import com.runehive.game.world.entity.combat.hit.CombatHit;
9import com.runehive.game.world.entity.combat.projectile.CombatProjectile;
10import com.runehive.game.world.entity.combat.strategy.npc.NpcMagicStrategy;
11import com.runehive.game.world.entity.mob.Mob;
12import com.runehive.game.world.entity.mob.npc.Npc;
17 super(projectileDefinition);
Class that models a single animation used by an entity.
A collection of util methods and constants related to combat.
static CombatHit generateDragonfire(Mob attacker, Mob defender, int max, boolean prayer)
A wrapper for a Hit object, adding additional variables for hit and hitsplat delays.
NpcMagicStrategy(CombatProjectile combatProjectile)
int getAttackDistance(Npc attacker, FightType fightType)
CombatHit[] getHits(Npc attacker, Mob defender)
BrutalDragonfireStrategy(CombatProjectile projectileDefinition)
Animation getAttackAnimation(Npc attacker, Mob defender)
Represents a non-player character in the in-game world.
Represents different priorities for updating.
VERY_HIGH
A very high priority.
The enumerated type whose elements represent the fighting types.