This code appears to handle spawning and managing raiders during...
This code appears to handle spawning and managing raiders during a raid in the context of a Minecraft-like game. Here's a detailed breakdown of what this code does:
-
Check if the raider type is a Ravager:
if (raid$raidertype.entityType == EntityType.RAVAGER) {
This block executes only if the entity spawning the additional raiders is a
RAVAGER
. TheRAVAGER
is a specific type of raid entity. -
Initialize Raider variables (
raider1
,raider2
, etc.):Raider raider1 = null; Raider raider2 = null; Raider raider3 = null; Raider raider4 = null;
This prepares variables to possibly hold entities that will later be added to the raid.
-
Decide which raiders to spawn based on difficulty and raid group index:
- Depending on the value of
i
(possibly the current wave or group number) and the game's difficulty (EASY
,NORMAL
,HARD
,EXTREME
), raiders of different types are spawned:- For
EASY
: APILLAGER
is spawned (raider1
). - For
NORMAL
: AVINDICATOR
is spawned (raider1
). - For
HARD
: Both aPILLAGER
(raider2
) and aVINDICATOR
(raider3
) are spawned. - For difficulty
EXTREME
(possibly a higher custom difficulty):- Depending on
k
(likely an index or counter):- An
EVOKER
is spawned (raider1
). - An
ILLUSIONER
(raider2
), aVINDICATOR
(raider3
), and aPILLAGER
(raider4
) are also created.
- An
- Depending on
- For
- Depending on the value of
-
Increment the counter
k
:k++;
This appears to help manage some sequencing in the raid waves or to track spawn progression.
-
Join spawned raiders to the raid: If a raider is spawned (i.e., if any of
raider1
,raider2
, etc. are not null), the following happens:- The raider is added to the raid via
this.joinRaid(i, raiderX, p_37756_, false)
. - The raider is moved to a specific location matching
p_37756_
. - The raider is set to "ride" the
RAVAGER
(creating a stacking scenario during the raid).
- The raider is added to the raid via
-
Nested logic checks for spawning multiple raiders:
if (raider1 != null) { ... } if (raider2 != null) { ... } if (raider3 != null) { ... } if (raider4 != null) { ... }
These nested checks ensure that each spawned raider is properly initialized, added, positioned, and riding if applicable.
Summary
This code is part of a raid system, allowing different types of raiders to be spawned, managed, and added to a raid wave based on difficulty and current wave index. Raiders can ride a RAVAGER
, potentially creating a more dangerous raid hierarchy. The type and number of raiders vary with difficulty and group index. Overall, the logic adds complexity and variation to how raid waves behave in the game.