1package com.runehive.game.world.entity.combat.strategy.player.special.melee;
3import com.runehive.content.achievement.AchievementHandler;
4import com.runehive.content.achievement.AchievementKey;
5import com.runehive.game.Animation;
6import com.runehive.game.Graphic;
7import com.runehive.game.UpdatePriority;
8import com.runehive.game.world.entity.combat.hit.CombatHit;
9import com.runehive.game.world.entity.combat.hit.Hit;
10import com.runehive.game.world.entity.combat.strategy.player.PlayerMeleeStrategy;
11import com.runehive.game.world.entity.mob.Mob;
12import com.runehive.game.world.entity.mob.player.Player;
23 super.start(attacker, defender, hits);
28 super.attack(attacker, defender,
hit);
56 return damage * 23 / 20;
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.
Represents a single graphic that can be used by entities.
A wrapper for a Hit object, adding additional variables for hit and hitsplat delays.
A Hit object holds the damage amount and hitsplat data.
CombatHit nextMeleeHit(T attacker, Mob defender)
void hit(Player attacker, Mob defender, Hit hit)
CombatHit[] getHits(Player attacker, Mob defender)
static final DragonDagger INSTANCE
Animation getAttackAnimation(Player attacker, Mob defender)
int modifyStrengthLevel(Player attacker, Mob defender, int damage)
void start(Player attacker, Mob defender, Hit[] hits)
int modifyAttackLevel(Player attacker, Mob defender, int roll)
void attack(Player attacker, Mob defender, Hit hit)
static final Animation ANIMATION
static final Graphic GRAPHIC
void onKill(Player attacker, Mob defender, Hit hit)
final boolean isPlayer()
Check if an entity is a player.
Optional< Graphic > graphic
This class represents a character controlled by a player.
Represents different priorities for updating.