1package com.runehive.game.world.entity.combat.strategy.player.special.melee;
3import com.runehive.game.Animation;
4import com.runehive.game.Graphic;
5import com.runehive.game.UpdatePriority;
6import com.runehive.game.world.entity.combat.hit.CombatHit;
7import com.runehive.game.world.entity.combat.hit.Hit;
8import com.runehive.game.world.entity.combat.strategy.player.PlayerMeleeStrategy;
9import com.runehive.game.world.entity.mob.Direction;
10import com.runehive.game.world.entity.mob.Mob;
11import com.runehive.game.world.entity.mob.data.LockType;
12import com.runehive.game.world.entity.mob.player.Player;
13import com.runehive.game.world.pathfinding.TraversalMap;
14import com.runehive.game.world.position.Position;
15import com.runehive.net.packet.out.SendMessage;
30 attacker.
send(
new SendMessage(
"That creature is too large to knock back!"));
37 attacker.
send(
new SendMessage(
"That entity can not be knocked back as something is blocking it!"));
41 return super.canAttack(attacker, defender);
46 super.hit(attacker, defender,
hit);
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)
Handles the dragon spear weapon special attack.
boolean canAttack(Player attacker, Mob defender)
void hit(Player attacker, Mob defender, Hit hit)
static final Animation ANIMATION
static final DragonSpear INSTANCE
Animation getAttackAnimation(Player attacker, Mob defender)
static final Graphic GRAPHIC
CombatHit[] getHits(Player attacker, Mob defender)
abstract Combat<? extends Mob > getCombat()
The combat of the mob.
final boolean isPlayer()
Check if an entity is a player.
Optional< Graphic > graphic
void walkTo(int x, int y)
Handles mob walking to certain coordinates.
void reset()
Resets the walking queue so it contains no more steps.
This class represents a character controlled by a player.
void send(OutgoingPacket encoder)
Contains traversal data for a set of regions.
static boolean isTraversable(Position from, Direction direction, int size)
Tests whether or not a specified position is traversable in the specified direction.
Represents a single tile on the game world.
Position transform(int diffX, int diffY, int diffZ)
Creates a new location based on this location.
The OutgoingPacket that sends a message to a Players chatbox in the client.
Represents different priorities for updating.
Represents the enumerated directions an entity can walk or face.
static Direction getDirection(int deltaX, int deltaY)
Gets the direction between two locations.
Position getFaceLocation()
Holds all the lock types.