This code snippet defines a private method `getPotentialBonusSpawns` which calculates...

September 1, 2025 at 12:08 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) { i = p_219830_.nextInt(2); } else if (flag1) { i = 1; } else { i = 2; } break; case EVOKER: case ILLUSIONER: default: return 0; case WITCH: if (flag || p_219831_ <= 5 || p_219831_ == 8 || p_219831_ >= 11) { return 0; } else if ((flag2 && p_219831_ >= 5) && (flag2 && p_219831_ != 8)) { return 1; } i = 1; break; case RAVAGER: if (flag || p_219831_ <= 3 || p_219831_ >= 6) { return 0; } else if (flag2 && p_219831_ == 4 || flag2 && p_219831_ == 5) { return 1; } i = 1; } return i > 0 ? p_219830_.nextInt(i + 1) : 0; }

This code snippet defines a private method getPotentialBonusSpawns which calculates a potential count of bonus entity spawns (likely within a raid system of some kind). Here's what it does step by step:


Parameters:

  • Raid.RaiderType p_219829_: The type of raider (e.g., VINDICATOR, PILLAGER, EVOKER, WITCH, RAVAGER, etc.) for which potential bonus spawns are being determined.
  • RandomSource p_219830_: A random number generator used to produce random integers.
  • int p_219831_: A raid level or wave number that influences the behavior of the calculation.
  • DifficultyInstance p_219832_: Represents the difficulty settings (e.g., EASY, NORMAL, EXTREME) influencing bonus spawn calculations.
  • boolean p_219833_: This boolean is passed in but not used in the logic; it might have been intended for some feature that was not implemented.

Logic Overview:

  1. Extract Difficulty Information:

    • The code checks the current difficulty level extracted from the DifficultyInstance:
      • flag: EASY
      • flag1: NORMAL
      • flag2: EXTREME
  2. Switch on RaiderType:

    • The behavior depends on the raider type passed in as p_219829_. For each raider type, specific logic determines spawn probabilities or returns directly.

    • Case: VINDICATOR and PILLAGER:

      • If the difficulty is EASY, assign a range of 2 to i (random number range is 0 or 1).
      • On NORMAL, i is fixed at 1.
      • On harder difficulty (EXTREME), i is set to 2.
    • Case: EVOKER and ILLUSIONER:

      • Always returns 0; no bonus spawns for these.
    • Case: WITCH:

      • Complex conditions:
        • If the raid wave (p_219831_) is less than or equal to 5, equals 8, or is greater than or equal to 11, returns 0.
        • On EXTREME difficulty:
          • If p_219831_ >= 5 and p_219831_ != 8, produces 1.
      • Default case sets i = 1.
    • Case: RAVAGER:

      • Returns 0 if p_219831_ is less than or equal to 3 or greater than or equal to 6, or if the difficulty is EASY.
      • On EXTREME:
        • If the raid wave is exactly 4 or 5, assigns a bonus spawn of 1.
      • Default case sets i = 1.

  1. Return Value:
    • If the calculated value i > 0, it returns a random number from [0, i] by calling p_219830_.nextInt(i + 1).
    • Otherwise, it returns 0.

Summary of Function Purpose:

The getPotentialBonusSpawns method calculates the potential number of additional spawns for certain types of raid participants, based on the raider type, the difficulty of the game, the current raid wave number, and some randomness.

Key observations:

  • Certain raider types like Evokers and Illusioners are excluded from bonus spawns (0 is always returned).
  • Witches and Ravagers have specific conditions influenced by difficulty and raid wave.
  • The random number generator introduces variability in the actual spawn count if a range (i) greater than 0 is calculated.
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