1package com.runehive.game.action.impl;
3import com.runehive.content.ActivityLog;
4import com.runehive.game.world.items.Item;
5import com.runehive.net.packet.out.SendMessage;
6import com.runehive.game.Animation;
7import com.runehive.game.action.Action;
8import com.runehive.game.action.policy.WalkablePolicy;
9import com.runehive.game.world.entity.mob.player.Player;
10import com.runehive.content.achievement.AchievementHandler;
11import com.runehive.content.achievement.AchievementKey;
19 private final int key;
31 getMob().message(
"You do not have enough free inventory spaces to do this!");
53 getMob().send(
new SendMessage(
"...you find a few items inside of the chest.",
true));
58 }
else if (
key == 20608) {
65 return "chest action";
Handles the achievements.
static void activate(Player player, AchievementKey achievement)
Activates the achievement for the individual player.
Class that models a single animation used by an entity.
T getMob()
Gets the player.
Action(T mob, int delay, boolean instant)
Creates a new Action randomevent.
WalkablePolicy getWalkablePolicy()
Gets the WalkablePolicy of this action.
void execute()
A function representing the unit of work that will be carried out.
void onSchedule()
A function executed on registration.
String getName()
Gets the name of this action.
boolean canSchedule()
A function executed on registration.
ChestAction(Player player, int key, Item... items)
boolean prioritized()
Determines if this action is prioritized.
void onCancel(boolean logout)
A function executed on cancellation.
synchronized final void cancel()
Cancels all subsequent executions.
This class represents a character controlled by a player.
The container class that represents an item that can be interacted with.
The OutgoingPacket that sends a message to a Players chatbox in the client.
A queue policy determines whether the action can occur while walking.
NON_WALKABLE
This indicates actions cannot occur while walking.