import Combat from 'WTF-Adventure/WTF-Adventure/server/js/game/entity/character/combat/combat.js'
Combat
Direct Subclass:
Constructor Summary
Public Constructor | ||
public |
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Member Summary
Public Members | ||
public |
attackLoop: * |
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attackers: {} |
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public |
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character: * |
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public |
checkLoop: * |
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cleanTimeout: * |
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public |
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followLoop: * |
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public |
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lastAction: * |
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public |
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lastHit: * |
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public |
queue: * |
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public |
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public |
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world: * |
Method Summary
Public Methods | ||
public |
addAttacker(character: *) |
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public |
attack(target: *) |
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public |
attackCount(count: *, target: *) |
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begin(attacker: *) |
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canAttackAoE(target: *): * |
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public |
colliding(x: *, y: *): * |
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public |
dealAoE(radius: *, hasTerror: *) |
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end() |
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public |
follow(character: *, target: *) |
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forEachAttacker(callback: *) |
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forget() |
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getClosestAttacker(): * |
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getNewPosition(): * |
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getTime(): * |
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hasAttacker(character: *): * |
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hit(character: *, target: *, hitInfo: *) |
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public |
inProximity(): * |
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isAttacked(): * |
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isMob(): * |
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isPlayer(): * |
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public |
isRetaliating(): * |
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isTargetMob(): * |
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move(character: *, x: *, y: *) |
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onForget(callback: *) |
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onSameTile(): * |
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public |
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removeAttacker(character: *) |
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setWorld(world: *) |
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public |
start() |
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public |
stop() |
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public |
targetOutOfBounds(): * |
Public Constructors
public constructor() source
Public Members
public attackLoop: * source
public attackers: {} source
public character: * source
public checkLoop: * source
public cleanTimeout: * source
public followLoop: * source
public forgetCallback: * source
public lastAction: * source
public lastHit: * source
public queue: * source
public world: * source
Public Methods
public addAttacker(character: *) source
Params:
Name | Type | Attribute | Description |
character | * |
public attack(target: *) source
Params:
Name | Type | Attribute | Description |
target | * |
public attackCount(count: *, target: *) source
Params:
Name | Type | Attribute | Description |
count | * | ||
target | * |
public begin(attacker: *) source
Params:
Name | Type | Attribute | Description |
attacker | * |
public dealAoE(radius: *, hasTerror: *) source
Params:
Name | Type | Attribute | Description |
radius | * | ||
hasTerror | * |
public end() source
public follow(character: *, target: *) source
Params:
Name | Type | Attribute | Description |
character | * | ||
target | * |
public forEachAttacker(callback: *) source
Params:
Name | Type | Attribute | Description |
callback | * |
public forceAttack() source
public forget() source
public hasAttacker(character: *): * source
Params:
Name | Type | Attribute | Description |
character | * |
Return:
* |
public hit(character: *, target: *, hitInfo: *) source
Params:
Name | Type | Attribute | Description |
character | * | ||
target | * | ||
hitInfo | * |
public move(character: *, x: *, y: *) source
Params:
Name | Type | Attribute | Description |
character | * | ||
x | * | ||
y | * |
public onForget(callback: *) source
Params:
Name | Type | Attribute | Description |
callback | * |
public parseAttack() source
public parseFollow() source
public removeAttacker(character: *) source
Params:
Name | Type | Attribute | Description |
character | * |
public sendFollow() source
public sendToSpawn() source
public setWorld(world: *) source
Params:
Name | Type | Attribute | Description |
world | * |