1package com.runehive.game.action.impl;
3import com.runehive.content.skill.impl.magic.teleport.Teleportation;
4import com.runehive.content.skill.impl.magic.teleport.TeleportationData;
5import com.runehive.game.Animation;
6import com.runehive.game.UpdatePriority;
7import com.runehive.game.action.Action;
8import com.runehive.game.action.policy.WalkablePolicy;
9import com.runehive.game.world.entity.mob.Direction;
10import com.runehive.game.world.entity.mob.player.Player;
11import com.runehive.game.world.object.GameObject;
12import com.runehive.game.world.position.Position;
13import com.runehive.net.packet.out.SendMessage;
14import com.runehive.util.MessageColor;
16import java.util.function.Predicate;
52 getMob().getCombat().reset();
53 getMob().damageImmunity.reset(3_000);
61 }
else if (
count == 1) {
80 return "Lever action";
Handles a player teleporting.
static void activateOverride(Mob mob, Position position, TeleportationData teleport)
Class that models a single animation used by an entity.
T getMob()
Gets the player.
final T mob
The Mob associated with this ActionEvent.
Action(T mob, int delay, boolean instant)
Creates a new Action randomevent.
boolean canSchedule()
A function executed on registration.
void execute()
A function representing the unit of work that will be carried out.
String getName()
Gets the name of this action.
void onCancel(boolean logout)
A function executed on cancellation.
boolean prioritized()
Determines if this action is prioritized.
LeverAction(Player mob, GameObject lever, Position position, Direction face)
final Predicate< Player > condition
LeverAction(Player mob, GameObject lever, Position position, Direction face, Predicate< Player > condition, String message)
WalkablePolicy getWalkablePolicy()
Gets the WalkablePolicy of this action.
void onSchedule()
A function executed on registration.
synchronized final void cancel()
Cancels all subsequent executions.
This class represents a character controlled by a player.
Represents a single tile on the game world.
The OutgoingPacket that sends a message to a Players chatbox in the client.
Created by Daniel on 2018-02-07.
Represents different priorities for updating.
VERY_HIGH
A very high priority.
A queue policy determines whether the action can occur while walking.
NON_WALKABLE
This indicates actions cannot occur while walking.
Represents the enumerated directions an entity can walk or face.
Holds an enum of colors for ease.
Represents a game object.