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.attack.FightType;
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;
24 super.start(attacker, defender, hits);
30 super.hitsplat(attacker, defender,
hit);
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 Hit object holds the damage amount and hitsplat data.
void hit(Player attacker, Mob defender, Hit hit)
static final Animation ANIMATION
int modifyAccuracy(Player attacker, Mob defender, int roll)
void hitsplat(Player attacker, Mob defender, Hit hit)
Animation getAttackAnimation(Player attacker, Mob defender)
int modifyDamage(Player attacker, Mob defender, int damage)
int getAttackDelay(Player attacker, Mob defender, FightType fightType)
static final Graphic GRAPHIC
void start(Player attacker, Mob defender, Hit[] hits)
static final DragonMace INSTANCE
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.
The enumerated type whose elements represent the fighting types.