/FileExtraction/Java_unseen/Wind-Development_WindSpigot/WindSpigot-API/src/main/java/org/bukkit/event/entity/EntityTargetEvent.java
package org.bukkit.event.entity;

import org.bukkit.entity.Entity;
import org.bukkit.event.Cancellable;
import org.bukkit.event.HandlerList;

/**
 * Called when a creature targets or untargets another entity
 */
public class EntityTargetEvent extends EntityEvent implements Cancellable {
	private static final HandlerList handlers = new HandlerList();
	private boolean cancel = false;
	private Entity target;
	private final TargetReason reason;

	public EntityTargetEvent(final Entity entity, final Entity target, final TargetReason reason) {
		super(entity);
		this.target = target;
		this.reason = reason;
	}

	public boolean isCancelled() {
		return cancel;
	}

	public void setCancelled(boolean cancel) {
		this.cancel = cancel;
	}

	/**
	 * Returns the reason for the targeting
	 *
	 * @return The reason
	 */
	public TargetReason getReason() {
		return reason;
	}

	/**
	 * Get the entity that this is targeting.
	 * <p>
	 * This will be null in the case that the event is called when the mob forgets
	 * its target.
	 *
	 * @return The entity
	 */
	public Entity getTarget() {
		return target;
	}

	/**
	 * Set the entity that you want the mob to target instead.
	 * <p>
	 * It is possible to be null, null will cause the entity to be target-less.
	 * <p>
	 * This is different from cancelling the event. Cancelling the event will cause
	 * the entity to keep an original target, while setting to be null will cause
	 * the entity to be reset.
	 *
	 * @param target The entity to target
	 */
	public void setTarget(Entity target) {
		this.target = target;
	}

	@Override
	public HandlerList getHandlers() {
		return handlers;
	}

	public static HandlerList getHandlerList() {
		return handlers;
	}

	/**
	 * An enum to specify the reason for the targeting
	 */
	public enum TargetReason {

		/**
		 * When the entity's target has died, and so it no longer targets it
		 */
		TARGET_DIED,
		/**
		 * When the entity doesn't have a target, so it attacks the nearest player
		 */
		CLOSEST_PLAYER,
		/**
		 * When the target attacks the entity, so entity targets it
		 */
		TARGET_ATTACKED_ENTITY,
		/**
		 * When the target attacks a fellow pig zombie, so the whole group will target
		 * him with this reason.
		 */
		PIG_ZOMBIE_TARGET,
		/**
		 * When the target is forgotten for whatever reason.
		 * <p>
		 * Currently only occurs in with spiders when there is a high brightness.
		 */
		FORGOT_TARGET,
		/**
		 * When the target attacks the owner of the entity, so the entity targets it.
		 */
		TARGET_ATTACKED_OWNER,
		/**
		 * When the owner of the entity attacks the target attacks, so the entity
		 * targets it.
		 */
		OWNER_ATTACKED_TARGET,
		/**
		 * When the entity has no target, so the entity randomly chooses one.
		 */
		RANDOM_TARGET,
		/**
		 * When an entity selects a target while defending a village.
		 */
		DEFEND_VILLAGE,
		/**
		 * When the target attacks a nearby entity of the same type, so the entity
		 * targets it
		 */
		TARGET_ATTACKED_NEARBY_ENTITY,
		/**
		 * When a zombie targeting an entity summons reinforcements, so the
		 * reinforcements target the same entity
		 */
		REINFORCEMENT_TARGET,
		/**
		 * When an entity targets another entity after colliding with it.
		 */
		COLLISION,
		/**
		 * For custom calls to the event.
		 */
		CUSTOM,
		/**
		 * When the entity doesn't have a target, so it attacks the nearest entity
		 */
		CLOSEST_ENTITY,
		/**
		 * A currently unknown reason for the entity changing target.
		 */
		UNKNOWN;
	}
}
