1package com.runehive.game.world.entity.combat.strategy.player.special.melee;
3import com.runehive.net.packet.out.SendMessage;
4import com.runehive.game.Animation;
5import com.runehive.game.Graphic;
6import com.runehive.game.UpdatePriority;
7import com.runehive.game.world.entity.combat.attack.FightType;
8import com.runehive.game.world.entity.combat.hit.Hit;
9import com.runehive.game.world.entity.combat.strategy.player.PlayerMeleeStrategy;
10import com.runehive.game.world.entity.mob.Mob;
11import com.runehive.game.world.entity.mob.player.Player;
12import com.runehive.game.world.entity.mob.prayer.Prayer;
24 super.start(attacker, defender, hits);
Class that models a single animation used by an entity.
Represents a single graphic that can be used by entities.
abstract String getName()
Gets the name of this entity.
A Hit object holds the damage amount and hitsplat data.
void start(Player attacker, Mob defender, Hit[] hits)
static final Graphic GRAPHIC
Animation getAttackAnimation(Player attacker, Mob defender)
int getAttackDelay(Player attacker, Mob defender, FightType fightType)
static final DragonScimitar INSTANCE
void attack(Player attacker, Mob defender, Hit h)
static final Animation ANIMATION
final boolean isPlayer()
Check if an entity is a player.
Optional< Graphic > graphic
This class represents a character controlled by a player.
void send(OutgoingPacket encoder)
void deactivate(Prayer... prayers)
Sends the dectivate prayer packet to the client.
The OutgoingPacket that sends a message to a Players chatbox in the client.
Represents different priorities for updating.
The enumerated type whose elements represent the fighting types.