The provided code is a Java method named `hurtServer`, which...
The provided code is a Java method named hurtServer
, which overrides a parent implementation (as denoted by the @Override
annotation). The method is part of a class likely representing an entity in a game, such as Minecraft. Its purpose is to handle and process damage inflicted on this entity on the server side. Here's a detailed breakdown of what this code does:
-
Checks if the entity is invulnerable to the given
DamageSource
:- The method first calls
isInvulnerableTo(p_369360_, p_364544_)
. If the entity is invulnerable to the specifiedDamageSource
, it immediately returnsfalse
, meaning no damage is applied.
- The method first calls
-
Accounts for "invulnerable" ability:
- If the entity has an
abilities.invulnerable
flag set (presumably meaning the entity is in "invulnerable mode") and theDamageSource
does not bypass invulnerability (checked viaDamageTypeTags.BYPASSES_INVULNERABILITY
), the method prevents damage by returningfalse
.
- If the entity has an
-
Resets
noActionTime
:- The method sets the
noActionTime
property to0
. This might indicate that the entity resets a timer related to inactivity or some other state.
- The method sets the
-
Checks if the entity is already "dead or dying":
- If the entity is marked as
isDeadOrDying()
, it returnsfalse
, meaning further damage cannot be applied.
- If the entity is marked as
-
Removes "entities on the shoulder" (if applicable):
- The method calls
removeEntitiesOnShoulder()
, which seems to handle removing any companion or associated entities that the primary entity might be "carrying."
- The method calls
-
Adjusts damage scaling based on difficulty:
- The
DamageSource
is checked for thescalesWithDifficulty
property. If it does:- In
PEACEFUL
difficulty, damage is set to0.0F
. - In
EASY
difficulty, damage is halved and slightly increased, unless the entity is an instance ofRavager
. For other situations, it modifies damage by subtracting from it. - In
HARD
difficulty, the damage is scaled by a factor of 1.5. - In an additional
EXTREME
difficulty, damage is scaled by 1.5 and increased further by1.0F
.
- In
- The
-
Final damage check:
- If the adjusted
p_368576_
damage value equals0.0F
after all the adjustments, the method returnsfalse
(indicating no damage is applied).
- If the adjusted
-
Delegates to the parent class's implementation:
- If damage remains after the adjustments, the method calls
super.hurtServer(p_369360_, p_364544_, p_368576_)
, likely applying the damage to the entity using the default superclass behavior.
- If damage remains after the adjustments, the method calls
Summary:
This code manages how an entity takes damage in a game, factoring in conditions like invulnerability, the nature of the damage source, and difficulty-based adjustments. The damage may be reduced, nullified, or amplified depending on these conditions. Difficulty levels such as PEACEFUL, EASY, HARD, and a custom EXTREME difficulty are supported, with custom scaling logic for each. If damage needs to be applied, it defers to the superclass implementation.