1package com.runehive.game.world.entity.combat.attack.listener;
3import com.runehive.game.world.entity.combat.CombatType;
4import com.runehive.game.world.entity.combat.hit.Hit;
5import com.runehive.game.world.entity.mob.Mob;
static final CombatListener< Mob > CANT_ATTACK
boolean canOtherAttack(Mob attacker, T defender)
void preDeath(Mob attacker, T defender, Hit hit)
boolean withinDistance(T attacker, Mob defender)
void start(T attacker, Mob defender, Hit[] hits)
void hitsplat(T attacker, Mob defender, Hit hit)
void block(Mob attacker, T defender, Hit hit, CombatType combatType)
void onDeath(Mob attacker, T defender, Hit hit)
void hit(T attacker, Mob defender, Hit hit)
void finishIncoming(Mob attacker, T defender)
void attack(T attacker, Mob defender, Hit hit)
void preKill(Mob attacker, Mob defender, Hit hit)
boolean canAttack(T attacker, Mob defender)
void onDamage(T defender, Hit hit)
void finishOutgoing(T attacker, Mob defender)
void onKill(T attacker, Mob defender, Hit hit)
A Hit object holds the damage amount and hitsplat data.
A combat attack is used to describe what the attacking and defending mobs should do in each stage of ...