1package com.runehive.game.world.entity.combat.strategy.npc.boss.dagannoths;
3import com.runehive.game.Animation;
4import com.runehive.game.UpdatePriority;
5import com.runehive.game.world.entity.combat.attack.FightType;
6import com.runehive.game.world.entity.combat.hit.CombatHit;
7import com.runehive.game.world.entity.combat.strategy.CombatStrategy;
8import com.runehive.game.world.entity.combat.strategy.npc.MultiStrategy;
9import com.runehive.game.world.entity.combat.strategy.npc.NpcMeleeStrategy;
10import com.runehive.game.world.entity.mob.Mob;
11import com.runehive.game.world.entity.mob.npc.Npc;
13import static com.runehive.game.world.entity.combat.CombatUtil.createStrategyArray;
14import static com.runehive.game.world.entity.combat.CombatUtil.randomStrategy;
Class that models a single animation used by an entity.
A wrapper for a Hit object, adding additional variables for hit and hitsplat delays.
CombatHit nextMeleeHit(T attacker, Mob defender)
CombatStrategy< Npc > currentStrategy
static final Animation ANIMATION
int getAttackDistance(Npc attacker, FightType fightType)
void finishOutgoing(Npc attacker, Mob defender)
CombatHit[] getHits(Npc attacker, Mob defender)
Animation getAttackAnimation(Npc attacker, Mob defender)
void finishOutgoing(Npc attacker, Mob defender)
Animation getAttackAnimation(Npc attacker, Mob defender)
CombatHit[] getHits(Npc attacker, Mob defender)
int getAttackDistance(Npc attacker, FightType fightType)
static final Animation ANIMATION
static final CombatStrategy< Npc >[] STRATEGIES
static final CrushMelee CRUSH
static final SlashMelee SLASH
int getAttackDelay(Npc attacker, Mob defender, FightType fightType)
Represents a non-player character in the in-game world.
Combat< Npc > getCombat()
The combat of the mob.
Represents different priorities for updating.
The enumerated type whose elements represent the fighting types.