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.CombatHit;
10import com.runehive.game.world.entity.combat.hit.Hit;
11import com.runehive.game.world.entity.combat.strategy.player.PlayerMeleeStrategy;
12import com.runehive.game.world.entity.mob.Mob;
13import com.runehive.game.world.entity.mob.player.Player;
24 super.start(attacker, defender, hits);
29 defender.
getCombat().getDamageCache().add(attacker, damage);
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)
Animation getAttackAnimation(Player attacker, Mob defender)
int getAttackDelay(Player attacker, Mob defender, FightType fightType)
static final Animation ANIMATION
void onKill(Player attacker, Mob defender, Hit hit)
static final GraniteMaul INSTANCE
void start(Player attacker, Mob defender, Hit[] hits)
static final Graphic GRAPHIC
CombatHit[] getHits(Player attacker, Mob defender)
abstract Combat<? extends Mob > getCombat()
The combat of the mob.
final GenericAttributes attributes
final boolean isPlayer()
Check if an entity is a player.
Optional< Graphic > graphic
This class represents a character controlled by a player.
CombatSpecial getCombatSpecial()
public< K > boolean is(K key)
Gets the state of a key.
public< K > void remove(K key)
Removes a generic attribute.
public< K > boolean has(K key)
Checks if a key is in the list of generic attribute.
Represents different priorities for updating.
The enumerated type whose elements represent the fighting types.
void drain(Player player)
Drains the special bar for player.