This code appears to be part of a larger implementation...

August 31, 2025 at 10:48 PM

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; } i = 1; if ((flag2 && p_219831_ >= 5) && (flag2 && p_219831_ != 8)) return 1; break; case RAVAGER: if (flag || p_219831_ <= 3 || p_219831_ >= 6) { return 0; } i = 1; if ((flag2 && p_219831_ == 4) || (flag2 && p_219831_ == 5)) return 1; } return i > 0 ? p_219830_.nextInt(i + 1) : 0; } public boolean isActive() { return this.active; } public CompoundTag save(CompoundTag p_37748_) { p_37748_.putInt("Id", this.id); p_37748_.putBoolean("Started", this.started); p_37748_.putBoolean("Active", this.active); p_37748_.putLong("TicksActive", this.ticksActive); p_37748_.putInt("BadOmenLevel", this.raidOmenLevel); p_37748_.putInt("GroupsSpawned", this.groupsSpawned); p_37748_.putInt("PreRaidTicks", this.raidCooldownTicks); p_37748_.putInt("PostRaidTicks", this.postRaidTicks); p_37748_.putFloat("TotalHealth", this.totalHealth); p_37748_.putInt("NumGroups", this.numGroups); p_37748_.putString("Status", this.status.getName()); p_37748_.putInt("CX", this.center.getX()); p_37748_.putInt("CY", this.center.getY()); p_37748_.putInt("CZ", this.center.getZ()); ListTag listtag = new ListTag(); for (UUID uuid : this.heroesOfTheVillage) { listtag.add(NbtUtils.createUUID(uuid)); } p_37748_.put("HeroesOfTheVillage", listtag); return p_37748_; } public int getNumGroups(Difficulty p_37725_) { switch (p_37725_) { case EASY: return 9; case NORMAL: return 10; case HARD: return 11; case EXTREME: return 12; default: return 0; } } public float getEnchantOdds() { int i = this.getRaidOmenLevel(); if (i == 2) { return 0.1F; } else if (i == 3) { return 0.25F; } else if (i == 4) { return 0.5F; } else { return i == 5 ? 0.75F : 0.0F; } } public void addHeroOfTheVillage(Entity p_37727_) { this.heroesOfTheVillage.add(p_37727_.getUUID()); } static enum RaidStatus { ONGOING, VICTORY, LOSS, STOPPED; private static final Raid.RaidStatus[] VALUES = values(); static Raid.RaidStatus getByName(String p_37804_) { for (Raid.RaidStatus raid$raidstatus : VALUES) { if (p_37804_.equalsIgnoreCase(raid$raidstatus.name())) { return raid$raidstatus; } } return ONGOING; } public String getName() { return this.name().toLowerCase(Locale.ROOT); } } static enum RaiderType { VINDICATOR(EntityType.VINDICATOR, new int[]{0, -2, 1, 1, 3, 3, 4, 3, 3, 4, 5, 6, 9}), EVOKER(EntityType.EVOKER, new int[]{0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2}), ILLUSIONER(EntityType.ILLUSIONER, new int[]{0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2}), PILLAGER(EntityType.PILLAGER, new int[]{0, 4, 4, 3, 4, 4, 4, 4, 4, 5, 5, 7, 4}), WITCH(EntityType.WITCH, new int[]{0, 0, 0, 0, 0, 1, 0, 0, 3, 1, 1, 1, 1}), RAVAGER(EntityType.RAVAGER, new int[]{0, 0, 0, 1, 0, 0, 1, 0, 1, 1, 1, 2, 4}); static final Raid.RaiderType[] VALUES = values(); final EntityType<? extends Raider> entityType; final int[] spawnsPerWaveBeforeBonus; private RaiderType(final EntityType<? extends Raider> p_37821_, final int[] p_37822_) { this.entityType = p_37821_; this.spawnsPerWaveBeforeBonus = p_37822_; } } }

This code appears to be part of a larger implementation dealing with a raid mechanic, likely from a game (possibly inspired by Minecraft given the context). Here's a breakdown of the various components and what their functions do:

  1. getPotentialBonusSpawns Method:

    • This method determines the "potential bonus spawns" for raider entities during a raid, depending on:
      • The type of raider (Raid.RaiderType).
      • The current difficulty level (DifficultyInstance).
      • The wave of the raid (p_219831_).
      • If a specific difficulty condition or rule is met.
    • The method uses multiple difficulty levels (Difficulty.EASY, Difficulty.NORMAL, Difficulty.EXTREME).
    • Depending on the raider type (e.g., PILLAGER, VINDICATOR, etc.), it calculates potential bonuses using random values (RandomSource).
    • The returned value is the number of bonus spawns for that raider type, with specific logic for different raider waves (e.g., handling WITCH or RAVAGER logic uniquely).
  2. isActive Method:

    • A simple method that returns whether the raid is currently active (this.active).
  3. save Method:

    • This method serializes the state of the raid into a CompoundTag object for persistence/storage.
    • It stores various attributes of the raid:
      • Its ID, start status, activity status, tick count, bad omen level, number of waves/groups spawned, countdown ticks, post-raid ticks, total health, and the raid's status.
    • It also calculates the center (CX, CY, CZ) and stores a list of "Heroes of the Village" (players/entities who contributed to the raid victory) using UUID.
  4. getNumGroups Method:

    • This method determines the number of groups (waves of raiders) in a raid based on the difficulty.
    • E.g., EASY has 9 groups, NORMAL has 10, HARD has 11, and EXTREME has 12.
  5. getEnchantOdds Method:

    • This calculates the odds of enchanted loot or effects occurring during the raid.
    • The enchant odds depend on the "bad omen level" (returned from getRaidOmenLevel()):
      • e.g., 2 provides 10%, 3 provides 25%, 4 provides 50%, and 5 provides 75%.
  6. addHeroOfTheVillage Method:

    • This adds an entity (Entity p_37727_) to the list of "heroes of the village" (likely those who helped defeat the raid) by storing their UUID.
  7. RaidStatus Enum:

    • Enumerates the possible statuses of a raid:
      • ONGOING: The raid is currently happening.
      • VICTORY: The raid was defeated, and the players won.
      • LOSS: The attackers won (village was lost).
      • STOPPED: The raid was halted or interrupted.
    • Provides a method (getByName) to fetch a RaidStatus case-insensitively by name and a method to return the status name as a lower-case string (getName).
  8. RaiderType Enum:

    • Enumerates the types of raiders (units in the raid), such as VINDICATOR, EVOKER, PILLAGER, WITCH, RAVAGER.
    • Each raider type is associated with:
      • An EntityType (likely defining the type of in-game entity).
      • A spawn-per-wave configuration (spawnsPerWaveBeforeBonus), which is an array that specifies how many of that entity spawn per wave based on raid progression.
    • The enum can be used to manage raider-specific data across waves of the raid.

Summary:

This code defines the mechanics of a raid system in a game:

  • Determines raid progression, group spawns, and special mechanics (e.g., bonus spawns, enchant odds).
  • Keeps track of raid state, difficulty settings, and raid-related entities (like heroes).
  • Models different raider types and raid statuses, enabling flexible behavior as the raid progresses.
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