1package com.runehive.content.activity.infernomobs;
3import com.runehive.game.Animation;
4import com.runehive.game.UpdatePriority;
5import com.runehive.game.world.entity.combat.attack.FightType;
6import com.runehive.game.world.entity.combat.hit.CombatHit;
7import com.runehive.game.world.entity.combat.strategy.CombatStrategy;
8import com.runehive.game.world.entity.combat.strategy.npc.MultiStrategy;
9import com.runehive.game.world.entity.combat.strategy.npc.NpcMeleeStrategy;
10import com.runehive.game.world.entity.combat.strategy.npc.NpcRangedStrategy;
11import com.runehive.game.world.entity.mob.Mob;
12import com.runehive.game.world.entity.mob.npc.Npc;
14import static com.runehive.game.world.entity.combat.CombatUtil.createStrategyArray;
15import static com.runehive.game.world.entity.combat.projectile.CombatProjectile.getDefinition;
60 super(getDefinition(
"xil"));
CombatHit[] getHits(Npc attacker, Mob defender)
Animation getAttackAnimation(Npc attacker, Mob defender)
int getAttackDistance(Npc attacker, FightType fightType)
static final Animation ANIMATION
Animation getAttackAnimation(Npc attacker, Mob defender)
static final Animation ANIMATION
CombatHit[] getHits(Npc attacker, Mob defender)
boolean canAttack(Npc attacker, Mob defender)
static final CombatStrategy< Npc >[] STRATEGIES
static final Ranged RANGED
Class that models a single animation used by an entity.
A wrapper for a Hit object, adding additional variables for hit and hitsplat delays.
CombatHit nextMeleeHit(T attacker, Mob defender)
final CombatHit nextMagicHit(T attacker, Mob defender)
CombatStrategy< Npc > currentStrategy
NpcRangedStrategy(CombatProjectile combatProjectile)
Represents a non-player character in the in-game world.
Represents different priorities for updating.
The enumerated type whose elements represent the fighting types.