1package com.runehive.game.task.impl;
3import com.runehive.content.skill.impl.woodcutting.AxeData;
4import com.runehive.game.Animation;
5import com.runehive.game.UpdatePriority;
6import com.runehive.game.task.Task;
7import com.runehive.game.world.entity.mob.Direction;
8import com.runehive.game.world.entity.mob.player.Player;
9import com.runehive.game.world.entity.skill.Skill;
10import com.runehive.game.world.object.GameObject;
11import com.runehive.net.packet.out.SendMessage;
13import java.util.Optional;
31 if (!
player.getPosition().isWithinDistance(
object.getPosition(), 1)) {
37 player.send(
new SendMessage(
"You need a woodcutting level of 34 or more to cut this."));
44 if (!result.isPresent()) {
Class that models a single animation used by an entity.
synchronized final void cancel()
Cancels all subsequent executions.
Task(boolean instant, int delay)
Creates a new Task.
void onSchedule()
A function executed on registration.
void execute()
A function representing the unit of work that will be carried out.
ChopVineTask(Player player, GameObject object, int respawn)
void onCancel(boolean logout)
A function executed on cancellation.
This class represents a character controlled by a player.
Represents a trainable and usable skill.
static final int WOODCUTTING
The woodcutting skill id.
The OutgoingPacket that sends a message to a Players chatbox in the client.
Represents types of axes.
static Optional< AxeData > getDefinition(Player player)
Gets the definition for this hatchet.
final int animation
The animation.
Represents different priorities for updating.
Represents the enumerated directions an entity can walk or face.
static Direction getDirection(int deltaX, int deltaY)
Gets the direction between two locations.
Represents a game object.