1package com.runehive.content.activity.infernomobs;
3import com.runehive.game.Animation;
4import com.runehive.game.UpdatePriority;
5import com.runehive.game.task.Task;
6import com.runehive.game.world.World;
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.npc.MultiStrategy;
10import com.runehive.game.world.entity.combat.strategy.npc.NpcMeleeStrategy;
11import com.runehive.game.world.entity.mob.Mob;
12import com.runehive.game.world.entity.mob.npc.Npc;
43 protected void execute() {
void start(Npc attacker, Mob defender, Hit[] hits)
static final Animation ANIMATION
CombatHit[] getHits(Npc attacker, Mob defender)
static final Animation ANIMATION
Animation getAttackAnimation(Npc attacker, Mob defender)
CombatHit[] getHits(Npc attacker, Mob defender)
boolean canAttack(Npc attacker, Mob defender)
Class that models a single animation used by an entity.
A game representing a cyclic unit of work.
Represents the game world.
static void schedule(Task task)
Submits a new event.
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)
CombatStrategy< Npc > currentStrategy
void animate(int animation)
Represents a non-player character in the in-game world.
boolean isWithinDistance(Position other, int radius)
Checks if this location is within range of another.
Represents different priorities for updating.