1package com.runehive.game.world.entity.combat.strategy.npc;
3import com.runehive.game.Animation;
4import com.runehive.game.world.entity.combat.CombatType;
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.hit.Hit;
8import com.runehive.game.world.entity.combat.strategy.CombatStrategy;
9import com.runehive.game.world.entity.mob.Mob;
10import com.runehive.game.world.entity.mob.npc.Npc;
157 return currentStrategy.modifyOffensiveBonus(attacker, defender, bonus);
162 return currentStrategy.modifyAggressiveBonus(attacker, defender, bonus);
167 return currentStrategy.modifyDefensiveBonus(attacker, defender, bonus);
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.
void onKill(Npc attacker, Mob defender, Hit hit)
void onDamage(Npc defender, Hit hit)
int modifyDefensiveBonus(Mob attacker, Npc defender, int bonus)
int modifyAccuracy(Npc attacker, Mob defender, int roll)
boolean canOtherAttack(Mob attacker, Npc defender)
int getAttackDelay(Npc attacker, Mob defender, FightType fightType)
CombatType getCombatType()
void preDeath(Mob attacker, Npc defender, Hit hit)
int modifyAggressive(Npc attacker, Mob defender, int roll)
void hit(Npc attacker, Mob defender, Hit hit)
void finishIncoming(Mob attacker, Npc defender)
int modifyAggressiveBonus(Npc attacker, Mob defender, int bonus)
void attack(Npc attacker, Mob defender, Hit hit)
void block(Mob attacker, Npc defender, Hit hit, CombatType combatType)
void start(Npc attacker, Mob defender, Hit[] hits)
int modifyDamage(Npc attacker, Mob defender, int damage)
int modifyRangedLevel(Npc attacker, Mob defender, int level)
boolean canAttack(Npc attacker, Mob defender)
void finishOutgoing(Npc attacker, Mob defender)
CombatHit[] getHits(Npc attacker, Mob defender)
int modifyDefensive(Mob attacker, Npc defender, int roll)
int modifyOffensiveBonus(Npc attacker, Mob defender, int bonus)
Animation getAttackAnimation(Npc attacker, Mob defender)
CombatStrategy< Npc > currentStrategy
int modifyStrengthLevel(Npc attacker, Mob defender, int level)
int modifyMagicLevel(Npc attacker, Mob defender, int level)
void onDeath(Mob attacker, Npc defender, Hit hit)
boolean withinDistance(Npc attacker, Mob defender)
int modifyDefenceLevel(Mob attacker, Npc defender, int level)
void preKill(Mob attacker, Mob defender, Hit hit)
Called before attacker killed defender.
int getAttackDistance(Npc attacker, FightType fightType)
void hitsplat(Npc attacker, Mob defender, Hit hit)
int modifyAttackLevel(Npc attacker, Mob defender, int level)
Represents a non-player character in the in-game world.
The enumerated type whose elements represent the fighting types.