1package com.runehive.content.skill.impl.fishing;
3import com.runehive.Config;
4import com.runehive.content.activity.randomevent.RandomEventHandler;
5import com.runehive.content.clanchannel.content.ClanTaskKey;
6import com.runehive.content.pet.PetData;
7import com.runehive.content.pet.Pets;
8import com.runehive.content.prestige.PrestigePerk;
9import com.runehive.game.Animation;
10import com.runehive.game.action.Action;
11import com.runehive.game.action.policy.WalkablePolicy;
12import com.runehive.game.world.entity.mob.player.Player;
13import com.runehive.game.world.entity.skill.Skill;
14import com.runehive.game.world.items.Item;
15import com.runehive.game.world.items.ItemDefinition;
16import com.runehive.util.RandomUtils;
17import com.runehive.util.Utility;
27 super(player, 6,
false);
81 player.
message(
true,
"You manage to catch a " + name +
".");
92 }
else if (
id == 11934) {
136 return "fishing-action";
The class that contains setting-related constants for the server.
static final double COOKING_MODIFICATION
The experience modification for cooking.
static final double FISHING_MODIFICATION
The experience modification for fishing.
static void trigger(Player player)
final DialogueFactory execute()
Retrieves the next dialogue in the chain and executes it.
final DialogueFactory sendStatement(String... lines)
Appends a StatementDialogue to the current dialogue chain.
Handles spawning, rewarding and picking up of pets.
static void onReward(Player player, int item, int chance)
Handles calculating the chance of a player receiving a skilling pet.
boolean hasPerk(PrestigePerk perk)
String getName()
Gets the name of this action.
boolean canSchedule()
A function executed on registration.
boolean fish(Player player, Fishable[] fishing)
WalkablePolicy getWalkablePolicy()
Gets the WalkablePolicy of this action.
FishingAction(Player player, FishingTool tool, Fishable[] fishing)
void execute()
A function representing the unit of work that will be carried out.
void onCancel(boolean logout)
A function executed on cancellation.
void onSchedule()
A function executed on registration.
Handles the fishing skill.
static boolean success(Player player, Fishable fish)
static boolean canFish(Player player, Fishable fish, boolean message)
Class that models a single animation used by an entity.
static final Animation RESET
T getMob()
Gets the player.
Action(T mob, int delay, boolean instant)
Creates a new Action randomevent.
synchronized final void cancel()
Cancels all subsequent executions.
final SkillManager skills
void animate(int animation)
void activateSkilling(int amount)
This class represents a character controlled by a player.
final Inventory inventory
void forClan(Consumer< ClanChannel > action)
void message(String message)
final Equipment equipment
String getName()
Gets the name of this entity.
DialogueFactory dialogueFactory
final PlayerAssistant playerAssistant
Represents a trainable and usable skill.
static final int FISHING
The fishing skill id.
static final int COOKING
The cooking skill id.
void addExperience(int id, double experience)
Adds experience to a given skill.
Represents all of an in-game Item's attributes.
static ItemDefinition get(int id)
Gets an item definition.
String getName()
Gets the item name.
The container class that represents an item that can be interacted with.
boolean remove(Item item)
Attempts to withdraw item from this container.
boolean add(Item item)
Attempts to deposit item into this container.
boolean contains(int id)
Determines if this container contains id.
boolean contains(int[] bowsWithNoArrowsRequired)
void addOrDrop(List< Item > items)
Attempts to deposit an item to the players inventory, if there is no space it'll bank the item instea...
A static-util class that provides additional functionality for generating pseudo-random numbers.
static boolean success(double value)
Determines if a pseudorandomly generated double rounded to two decimal places is below or equal to va...
Handles miscellaneous methods.
static int random(int bound)
Handles the perk rewards from prestiging.
A queue policy determines whether the action can occur while walking.
NON_WALKABLE
This indicates actions cannot occur while walking.