This method, `getPotentialBonusSpawns`, appears to determine the number of "bonus...

August 30, 2025 at 03:41 AM

private int getPotentialBonusSpawns(Raid.RaiderType p_219829_, RandomSource p_219830_, int p_219831_, DifficultyInstance p_219832_, boolean p_219833_) { Difficulty difficulty = p_219832_.getDifficulty(); boolean flag = difficulty == Difficulty.EASY; boolean flag1 = difficulty == Difficulty.NORMAL; boolean flag2 = difficulty == Difficulty.EXTREME; int i; switch (p_219829_) { case VINDICATOR: case PILLAGER: if (flag || flag2) { i = p_219830_.nextInt(2); } else if (flag1) { i = 1; } else { i = 2; } break; case EVOKER: default: return 0; case WITCH: if (flag || flag2 || p_219831_ <= 5 || p_219831_ == 7 || p_219831_ >= 11) { return 0; } i = 1; break; case RAVAGER: if (flag || flag2 || p_219831_ >= 6) { return 0; } i = 1; } return i > 0 ? p_219830_.nextInt(i + 1) : 0; }

This method, getPotentialBonusSpawns, appears to determine the number of "bonus spawns" (or additional entity spawns) for a raid in a game-like simulation. Here's a breakdown of what the code does:

Parameters:

  1. p_219829_: The type of raider/monster (Raid.RaiderType), such as Vindicator, Pillager, Witch, Ravager, etc.
  2. p_219830_: A random number generator (RandomSource) used to calculate chance-based values.
  3. p_219831_: Presumably the wave level or current progress of the raid (wave number, raid phase, or similar).
  4. p_219832_: The difficulty of the instance (DifficultyInstance), which determines how challenging the scenario is.
  5. p_219833_: A boolean flag likely related to some external condition (not used in the method, though).

Functionality:

The goal of the method is to determine a random number of additional ("bonus") spawns for given raider types, based on the difficulty, raid wave, and type of raider. Here's how it works:

  1. Difficulty Determination:

    • It retrieves the current Difficulty from p_219832_ and sets flags for EASY, NORMAL, and an assumed more challenging EXTREME difficulty.
  2. Switch Statement on p_219829_ (Raider Type):

    • The method branches its behavior based on the type of raider.

    • VINDICATOR and PILLAGER:

      • Depending on the difficulty:
        • For EASY or EXTREME, it randomly selects 0 or 1 bonus spawns.
        • For NORMAL, it adds exactly 1 spawn.
        • Otherwise, it adds 2 spawns.
    • EVOKER and Default:

      • These cases always return 0, meaning no bonus spawns are generated for these types.
    • WITCH:

      • For EASY, EXTREME, or if the wave (p_219831_) is <=5, ==7, or >=11, this returns 0, meaning no bonus spawns.
      • Otherwise, it adds 1 spawn.
    • RAVAGER:

      • For EASY, EXTREME, or if the wave (p_219831_) is >=6, this returns 0, meaning no bonus spawns.
      • Otherwise, it adds 1 spawn.
  3. Final Calculation and Return:

    • If the calculated i (number of possible bonus spawns) is greater than 0, it generates a random number between 0 and i (inclusive) using the random generator (p_219830_).
    • Otherwise, it simply returns 0.

Example Output:

  • For a PILLAGER on EASY difficulty, the result will always be a random number between 0 and 1.
  • For a WITCH on wave 4 (and not in EASY or EXTREME), the result will be exactly 1.

Summary:

The method calculates the potential number of bonus spawns for a raid wave based on difficulty, raider type, and wave number. The calculation involves:

  • Determining the conditional maximum bonus spawns (i) for various raider types.
  • Using the random generator to return a random number of spawns between 0 and i.
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