content: package emu.grasscutter.plugin.api;
  
  import emu.grasscutter.game.avatar.Avatar;
  import emu.grasscutter.game.entity.EntityAvatar;
  import emu.grasscutter.game.player.Player;
  import emu.grasscutter.game.props.EnterReason;
  import emu.grasscutter.game.props.FightProperty;
  import emu.grasscutter.net.packet.BasePacket;
  import emu.grasscutter.net.proto.EnterTypeOuterClass.EnterType;
  import emu.grasscutter.server.packet.send.PacketAvatarFightPropUpdateNotify;
  import emu.grasscutter.server.packet.send.PacketAvatarLifeStateChangeNotify;
  import emu.grasscutter.server.packet.send.PacketPlayerEnterSceneNotify;
  import emu.grasscutter.utils.Position;
  
  /**
   * Hooks into the {@link Player} class, adding convenient ways to do certain things.
   */
  public final class PlayerHook {
      private final Player player;
  
      /**
       * Hooks into the player.
       * @param player The player to hook into.
       */
      public PlayerHook(Player player) {
          this.player = player;
      }
  
      /**
       * Kicks a player from the server.
       * TODO: Refactor to kick using a packet.
       */
      public void kick() {
          this.player.getSession().close();
      }
  
      /**
       * Sends a player to another scene.
       * @param sceneId The scene to send the player to.
       */
      public void changeScenes(int sceneId) {
          this.player.getWorld().transferPlayerToScene(this.player, sceneId, this.player.getPosition());
      }
  
      /**
       * Broadcasts an avatar property notify to all world players.
       * @param property The property that was updated.
       */
      public void updateFightProperty(FightProperty property) {
          this.broadcastPacketToWorld(new PacketAvatarFightPropUpdateNotify(this.getCurrentAvatar(), property));
      }
  
      /**
       * Broadcasts the packet sent to all world players.
       * @param packet The packet to send.
       */
      public void broadcastPacketToWorld(BasePacket packet) {
          this.player.getWorld().broadcastPacket(packet);
      }
  
      /**
       * Set the currently equipped avatar's health.
       * @param health The health to set the avatar to.
       */
      public void setHealth(float health) {
          this.getCurrentAvatarEntity().setFightProperty(FightProperty.FIGHT_PROP_CUR_HP, health);
          this.updateFightProperty(FightProperty.FIGHT_PROP_CUR_HP);
      }
  
      /**
       * Revives the specified avatar.
       * @param avatar The avatar to revive.
       */
      public void reviveAvatar(Avatar avatar) {
          this.broadcastPacketToWorld(new PacketAvatarLifeStateChangeNotify(avatar));
      }
  
      /**
       * Teleports a player to a position.
       * This will **not** transfer the player to another scene.
       * @param position The position to teleport the player to.
       */
      public void teleport(Position position) {
          this.player.getPosition().set(position);
          this.player.sendPacket(new PacketPlayerEnterSceneNotify(this.player,
                  EnterType.ENTER_TYPE_JUMP, EnterReason.TransPoint,
                  this.player.getSceneId(), position
          ));
      }
  
      /**
       * Gets the currently selected avatar's max health.
       * @return The max health as a float.
       */
      public float getMaxHealth() {
          return this.getCurrentAvatarEntity().getFightProperty(FightProperty.FIGHT_PROP_MAX_HP);
      }
  
      /**
       * Gets the currently selected avatar in entity form.
       * @return The avatar as an {@link EntityAvatar}.
       */
      public EntityAvatar getCurrentAvatarEntity() {
          return this.player.getTeamManager().getCurrentAvatarEntity();
      }
  
      /**
       * Gets the currently selected avatar.
       * @return The avatar as an {@link Avatar}.
       */
      public Avatar getCurrentAvatar() {
          return this.getCurrentAvatarEntity().getAvatar();
      }
  }
  