1package com.runehive.game.world.entity.combat.strategy.npc.boss;
3import com.runehive.game.Animation;
4import com.runehive.game.Graphic;
5import com.runehive.game.Projectile;
6import com.runehive.game.UpdatePriority;
7import com.runehive.game.world.World;
8import com.runehive.game.world.entity.combat.CombatType;
9import com.runehive.game.world.entity.combat.attack.FightType;
10import com.runehive.game.world.entity.combat.hit.CombatHit;
11import com.runehive.game.world.entity.combat.hit.Hit;
12import com.runehive.game.world.entity.combat.projectile.CombatProjectile;
13import com.runehive.game.world.entity.combat.strategy.CombatStrategy;
14import com.runehive.game.world.entity.combat.strategy.npc.MultiStrategy;
15import com.runehive.game.world.entity.combat.strategy.npc.NpcMagicStrategy;
16import com.runehive.game.world.entity.combat.strategy.npc.NpcMeleeStrategy;
17import com.runehive.game.world.entity.combat.strategy.npc.NpcRangedStrategy;
18import com.runehive.game.world.entity.mob.Mob;
19import com.runehive.game.world.entity.mob.npc.Npc;
20import com.runehive.game.world.position.Position;
21import com.runehive.util.Utility;
23import static com.runehive.game.world.entity.combat.CombatUtil.createStrategyArray;
24import static com.runehive.game.world.entity.combat.CombatUtil.randomStrategy;
25import static com.runehive.game.world.entity.combat.projectile.CombatProjectile.getDefinition;
37 "I'm Bellock - respect me!",
39 "No-one messes with Bellock's dig!",
40 "These ruins are mine!",
41 "Taste my knowledge!",
42 "You belong in a museum!",
90 attacker.
speak(
"Rain of knowledge!");
91 for (
int i = 0; i < 3; i++) {
92 int offsetX = defender.
getX() - attacker.
getX();
93 int offsetY = defender.
getY() - attacker.
getY();
94 if (i == 0 || i == 2) {
95 offsetX += i == 0 ? -1 : 1;
120 hit.setAccurate(
false);
126 return roll + 50_000;
133 super(getDefinition(
"Archaeologist Range"));
Class that models a single animation used by an entity.
Represents a single graphic that can be used by entities.
Represents the game world.
static void schedule(Task task)
Submits a new event.
static void sendGraphic(Graphic graphic, Position position, int instance)
Sends a graphic to the world.
static void sendProjectile(Projectile projectile, Position position, int instance, int lock, byte offsetX, byte offsetY)
Sends a world projectile.
A wrapper for a Hit object, adding additional variables for hit and hitsplat delays.
A Hit object holds the damage amount and hitsplat data.
static CombatProjectile getDefinition(String name)
final CombatHit nextMagicHit(T attacker, Mob defender)
boolean withinDistance(T attacker, Mob defender)
void hit(Npc attacker, Mob defender, Hit hit)
CombatStrategy< Npc > currentStrategy
final CombatProjectile combatProjectile
NpcMagicStrategy(CombatProjectile combatProjectile)
static NpcMeleeStrategy get()
NpcRangedStrategy(CombatProjectile combatProjectile)
CombatHit[] getHits(Npc attacker, Mob defender)
void hit(Npc attacker, Mob defender, Hit hit)
void attack(Npc attacker, Mob defender, Hit hit)
void start(Npc attacker, Mob defender, Hit[] hits)
int modifyAccuracy(Npc attacker, Mob defender, int roll)
static final CombatStrategy< Npc >[] NON_MELEE
int getAttackDelay(Npc attacker, Mob defender, FightType fightType)
static final CombatStrategy< Npc >[] FULL_STRATEGIES
boolean canAttack(Npc attacker, Mob defender)
static final String[] MESSAGES
void finishOutgoing(Npc attacker, Mob defender)
void block(Mob attacker, Npc defender, Hit hit, CombatType combatType)
void speak(String forceChat)
Sets the mob's forced chat.
void animate(int animation)
Represents a non-player character in the in-game world.
Combat< Npc > getCombat()
The combat of the mob.
Represents a single tile on the game world.
boolean equals(Object obj)
Handles miscellaneous methods.
static< T > T randomElement(Collection< T > collection)
Picks a random element out of any array type.
Represents different priorities for updating.
VERY_HIGH
A very high priority.
The enumerated type whose elements represent the fighting types.