1package com.runehive.game.action.impl;
3import com.runehive.Config;
4import com.runehive.content.skill.impl.prayer.AshData;
5import com.runehive.content.skillcape.SkillCape;
6import com.runehive.content.achievement.AchievementHandler;
7import com.runehive.content.achievement.AchievementKey;
8import com.runehive.content.skill.SkillAction;
9import com.runehive.content.skill.impl.prayer.BoneData;
10import com.runehive.game.Animation;
11import com.runehive.game.action.policy.WalkablePolicy;
12import com.runehive.game.world.entity.mob.player.Player;
13import com.runehive.game.world.entity.skill.Skill;
14import com.runehive.game.world.items.Item;
15import com.runehive.net.packet.out.SendMessage;
17import java.util.Optional;
25 super(player, Optional.empty(),
true);
33 return getMob().skills.getSkills()[
skill()].stopwatch.elapsed(1200);
54 getMob().skills.getSkills()[
skill()].stopwatch.reset();
59 return Optional.empty();
The class that contains setting-related constants for the server.
static final double PRAYER_MODIFICATION
The experience modification for prayer.
SkillAction(Mob mob, Optional< Position > position, int delay, boolean instant)
Creates a new Action randomevent.
Class that models a single animation used by an entity.
T getMob()
Gets the player.
String getName()
Gets the name of this action.
boolean canInit()
Determines if this action can be initialized.
void onCancel(boolean logout)
A function executed on cancellation.
Optional< SkillAnimation > animation()
The skill animation to execute.
void onExecute()
The method which is called on intervals of the specified #delay;.
double experience()
The experience given from this action.
void init()
Any functionality that should be handled when this action is submitted.
boolean prioritized()
Determines if this action is prioritized.
int skill()
The skill we should hand to experience to.
ScatterAshAction(Player player, AshData ashes, int slot)
WalkablePolicy getWalkablePolicy()
Gets the WalkablePolicy of this action.
synchronized final void cancel()
Cancels all subsequent executions.
final SkillManager skills
This class represents a character controlled by a player.
final Inventory inventory
void send(OutgoingPacket encoder)
Represents a trainable and usable skill.
static final int PRAYER
The prayer skill id.
void addExperience(int id, double experience)
Adds experience to a given skill.
The container class that represents an item that can be interacted with.
boolean remove(Item item)
Attempts to withdraw item from this container.
final Item get(int index)
Gets the Item located on index.
The OutgoingPacket that sends a message to a Players chatbox in the client.
static boolean isEquipped(Player player, SkillCape cape)
A queue policy determines whether the action can occur while walking.
NON_WALKABLE
This indicates actions cannot occur while walking.