106 lines
2.8 KiB
Java
106 lines
2.8 KiB
Java
package org.bukkit.event.entity;
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import org.bukkit.entity.Entity;
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import org.bukkit.event.Cancellable;
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/**
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* Called when a creature targets another entity
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*/
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public class EntityTargetEvent extends EntityEvent implements Cancellable {
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private boolean cancel;
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private Entity target;
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private TargetReason reason;
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public EntityTargetEvent(Entity entity, Entity target, TargetReason reason) {
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super(Type.ENTITY_TARGET, entity);
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this.target = target;
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this.cancel = false;
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this.reason = reason;
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}
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public boolean isCancelled() {
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return cancel;
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}
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public void setCancelled(boolean cancel) {
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this.cancel = cancel;
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}
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/**
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* Returns the reason for the targeting
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*/
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public TargetReason getReason() {
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return reason;
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}
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/**
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* Get the entity that this is target.
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* This is possible to be null in the case that the event is called when
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* the mob forgets its target.
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*/
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public Entity getTarget() {
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return target;
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}
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/**
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* Set the entity that you want the mob to target instead.
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* It is possible to be null, null will cause the entity to be
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* target-less.
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*
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* This is different from cancelling the event. Cancelling the event
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* will cause the entity to keep an original target, while setting to be
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* null will cause the entity to be reset
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*
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* @param target The entity to target
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*/
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public void setTarget(Entity target) {
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this.target = target;
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}
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/**
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* An enum to specify the reason for the targeting
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*/
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public enum TargetReason {
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/**
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* When the entity's target has died, and so it no longer targets it
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*/
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TARGET_DIED,
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/**
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* When the entity doesn't have a target, so it attacks the nearest
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* player
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*/
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CLOSEST_PLAYER,
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/**
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* When the target attacks the entity, so entity targets it
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*/
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TARGET_ATTACKED_ENTITY,
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/**
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* When the target attacks a fellow pig zombie, so the whole group
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* will target him with this reason.
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*/
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PIG_ZOMBIE_TARGET,
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/**
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* When the target is forgotten for whatever reason.
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* Currently only occurs in with spiders when there is a high brightness
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*/
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FORGOT_TARGET,
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/**
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* When the target attacks the owner of the entity, so the entity targets it.
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*/
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TARGET_ATTACKED_OWNER,
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/**
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* When the owner of the entity attacks the target attacks, so the entity targets it.
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*/
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OWNER_ATTACKED_TARGET,
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/**
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* When the entity has no target, so the entity randomly chooses one.
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*/
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RANDOM_TARGET,
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/**
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* For custom calls to the event
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*/
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CUSTOM
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}
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}
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