The provided code is a Java method named `hurtServer`, which...

August 28, 2025 at 09:25 PM

@Override public boolean hurtServer(ServerLevel p_369360_, DamageSource p_364544_, float p_368576_) { if (this.isInvulnerableTo(p_369360_, p_364544_)) { return false; } else if (this.abilities.invulnerable && !p_364544_.is(DamageTypeTags.BYPASSES_INVULNERABILITY)) { return false; } else { this.noActionTime = 0; if (this.isDeadOrDying()) { return false; } else { this.removeEntitiesOnShoulder(); if (p_364544_.scalesWithDifficulty()) { if (p_369360_.getDifficulty() == Difficulty.PEACEFUL) { p_368576_ = 0.0F; } if (p_369360_.getDifficulty() == Difficulty.EASY && !this.entity instanceof Ravager) { p_368576_ = Math.min(p_368576_ / 2.0F + 1.0F, p_368576_); } else p_368576_ = Math.min(p_368576_ - 4.0F, p_368576_); } if (p_369360_.getDifficulty() == Difficulty.HARD) { p_368576_ = p_368576_ * 3.0F / 2.0F; } if (p_369360_.getDifficulty() == Difficulty.EXTREME) { p_368576_ = (p_368576_ * 3.0F / 2.0F) + 1.0F; } } return p_368576_ == 0.0F ? false : super.hurtServer(p_369360_, p_364544_, p_368576_); } } }

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:


  1. 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 specified DamageSource, it immediately returns false, meaning no damage is applied.
  2. Accounts for "invulnerable" ability:

    • If the entity has an abilities.invulnerable flag set (presumably meaning the entity is in "invulnerable mode") and the DamageSource does not bypass invulnerability (checked via DamageTypeTags.BYPASSES_INVULNERABILITY), the method prevents damage by returning false.
  3. Resets noActionTime:

    • The method sets the noActionTime property to 0. This might indicate that the entity resets a timer related to inactivity or some other state.
  4. Checks if the entity is already "dead or dying":

    • If the entity is marked as isDeadOrDying(), it returns false, meaning further damage cannot be applied.
  5. 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."
  6. Adjusts damage scaling based on difficulty:

    • The DamageSource is checked for the scalesWithDifficulty property. If it does:
      • In PEACEFUL difficulty, damage is set to 0.0F.
      • In EASY difficulty, damage is halved and slightly increased, unless the entity is an instance of Ravager. 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 by 1.0F.
  7. Final damage check:

    • If the adjusted p_368576_ damage value equals 0.0F after all the adjustments, the method returns false (indicating no damage is applied).
  8. 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.

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.

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