1package com.runehive.content.activity.impl;
3import com.runehive.content.activity.Activity;
4import com.runehive.content.activity.ActivityType;
5import com.runehive.game.Animation;
6import com.runehive.game.Graphic;
7import com.runehive.game.world.World;
8import com.runehive.game.world.entity.mob.Mob;
9import com.runehive.game.world.entity.mob.npc.Npc;
10import com.runehive.game.world.entity.mob.npc.NpcDeath;
11import com.runehive.game.world.entity.mob.player.Player;
12import com.runehive.game.world.object.CustomGameObject;
13import com.runehive.game.world.object.GameObject;
14import com.runehive.game.world.position.Area;
15import com.runehive.game.world.position.Position;
17import java.util.ArrayList;
24 private static final GameObject[]
OBJECTS = {
new CustomGameObject(23105,
new Position(1241, 1242)),
new CustomGameObject(23105,
new Position(1240, 1242)),
new CustomGameObject(23105,
new Position(1239, 1242)),
new CustomGameObject(23105,
new Position(1240, 1236))};
27 private List<GameObject>
objectList =
new ArrayList<>(4);
61 System.out.println(
"unregistering " +
object.getId());
84 if (Area.inCerberus(player)) {
Activity(int cooldown, int instance)
Constructs a new SequencedMinigame object.
int instance
The activity instance level.
final void pause()
Sets the cooldown flag to PAUSE.
void add(Mob mob)
Adds a mob to the activity.
void start()
Starts the next activity stage.
void onLogout(Player player)
Called when the player logs out.
static final GameObject[] OBJECTS
List< GameObject > objectList
void onDeath(Mob mob)
Called when the player die.
void cleanup()
Cleans up the activity when finished.
boolean canTeleport(Player player)
Called when the player attempts to teleport.
void finish()
Finishes the activity.
CerberusActivity(Player player, int instance)
void onRegionChange(Player player)
Called when the player changes region.
static CerberusActivity create(Player player)
Class that models a single animation used by an entity.
static final Animation RESET
Represents a single graphic that can be used by entities.
static final Graphic RESET
Represents the game world.
static void schedule(Task task)
Submits a new event.
final boolean isPlayer()
Check if an entity is a player.
Represents a non-player character in the in-game world.
This class represents a character controlled by a player.
Represents a static game object loaded from the map fs.
Handles checking if mobs are in a certain area.
static boolean inCerberus(Interactable entity)
Represents a single tile on the game world.
Holds all activity types that are timed.
Represents a game object.