1package com.runehive.content.activity.infernomobs;
3import com.runehive.game.Animation;
4import com.runehive.game.UpdatePriority;
5import com.runehive.game.world.entity.combat.CombatType;
6import com.runehive.game.world.entity.combat.attack.FightType;
7import com.runehive.game.world.entity.combat.hit.CombatHit;
8import com.runehive.game.world.entity.combat.hit.Hit;
9import com.runehive.game.world.entity.combat.strategy.CombatStrategy;
10import com.runehive.game.world.entity.combat.strategy.npc.MultiStrategy;
11import com.runehive.game.world.entity.combat.strategy.npc.NpcMagicStrategy;
12import com.runehive.game.world.entity.combat.strategy.npc.NpcMeleeStrategy;
13import com.runehive.game.world.entity.combat.strategy.npc.NpcRangedStrategy;
14import com.runehive.game.world.entity.mob.Mob;
15import com.runehive.game.world.entity.mob.npc.Npc;
16import com.runehive.game.world.entity.mob.player.Player;
17import com.runehive.game.world.entity.mob.prayer.Prayer;
19import static com.runehive.game.world.entity.combat.CombatUtil.createStrategyArray;
20import static com.runehive.game.world.entity.combat.CombatUtil.randomStrategy;
21import static com.runehive.game.world.entity.combat.projectile.CombatProjectile.getDefinition;
61 if (
MELEE.withinDistance(attacker, defender)) {
75 super.hit(attacker, defender,
hit);
116 super(getDefinition(
"jalak mage"));
134 super(getDefinition(
"jalak range"));
int getAttackDistance(Npc attacker, FightType fightType)
static final Animation ANIMATION
Animation getAttackAnimation(Npc attacker, Mob defender)
CombatHit[] getHits(Npc attacker, Mob defender)
CombatHit[] getHits(Npc attacker, Mob defender)
Animation getAttackAnimation(Npc attacker, Mob defender)
static final Animation ANIMATION
CombatHit[] getHits(Npc attacker, Mob defender)
static final Animation ANIMATION
Animation getAttackAnimation(Npc attacker, Mob defender)
static final CombatStrategy< Npc >[] FULL_STRATEGIES
static final CrushMelee MELEE
static final Ranged RANGE
boolean canAttack(Npc attacker, Mob defender)
static final CombatStrategy< Npc >[] NON_MELEE
void finishOutgoing(Npc attacker, Mob defender)
void hit(Npc attacker, Mob defender, Hit hit)
void block(Mob attacker, Npc defender, Hit hit, CombatType combatType)
boolean withinDistance(Npc attacker, Mob defender)
int getAttackDelay(Npc attacker, Mob defender, FightType fightType)
Class that models a single animation used by an entity.
A wrapper for a Hit object, adding additional variables for hit and hitsplat delays.
A Hit object holds the damage amount and hitsplat data.
final CombatHit nextRangedHit(T attacker, Mob defender)
CombatHit nextMeleeHit(T attacker, Mob defender)
final CombatHit nextMagicHit(T attacker, Mob defender)
CombatStrategy< Npc > currentStrategy
NpcMagicStrategy(CombatProjectile combatProjectile)
NpcRangedStrategy(CombatProjectile combatProjectile)
final boolean isPlayer()
Check if an entity is a player.
Represents a non-player character in the in-game world.
Combat< Npc > getCombat()
The combat of the mob.
This class represents a character controlled by a player.
boolean isActive(Prayer... prayers)
Checks if all given prayers are active.
Represents different priorities for updating.
The enumerated type whose elements represent the fighting types.