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A server software reimplementation for an anime game.
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package emu.grasscutter.command.commands;
import emu.grasscutter.command.Command;
import emu.grasscutter.command.CommandHandler;
import emu.grasscutter.game.player.Player;
import emu.grasscutter.game.props.FightProperty;
import emu.grasscutter.server.packet.send.PacketAvatarFightPropUpdateNotify;
import emu.grasscutter.server.packet.send.PacketAvatarLifeStateChangeNotify;
import java.util.List;
@Command(label = "heal", usage = "heal|h", aliases = {"h"},
description = "Heal all characters in your current team.", permission = "player.heal")
public final class HealCommand implements CommandHandler {
@Override
public void execute(Player sender, List args) {
if (sender == null) {
CommandHandler.sendMessage(null, "Run this command in-game.");
return;
}
sender.getTeamManager().getActiveTeam().forEach(entity -> {
boolean isAlive = entity.isAlive();
entity.setFightProperty(
FightProperty.FIGHT_PROP_CUR_HP,
entity.getFightProperty(FightProperty.FIGHT_PROP_MAX_HP)
);
entity.getWorld().broadcastPacket(new PacketAvatarFightPropUpdateNotify(entity.getAvatar(), FightProperty.FIGHT_PROP_CUR_HP));
if (!isAlive) {
entity.getWorld().broadcastPacket(new PacketAvatarLifeStateChangeNotify(entity.getAvatar()));
}
});
CommandHandler.sendMessage(sender, "All characters have been healed.");
}
}
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