This `getPotentialBonusSpawns` method is part of a video game logic...

August 31, 2025 at 11:56 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; }

This getPotentialBonusSpawns method is part of a video game logic that calculates how many "bonus" entities of a particular type might spawn under a certain difficulty and raid wave. Here's a detailed breakdown of its behavior:

  1. Parameters:

    • p_219829_: Represents the type of raider entity (e.g., VINDICATOR, PILLAGER, WITCH, etc.).
    • p_219830_: The random number generator (RandomSource).
    • p_219831_: The current wave number in the raid.
    • p_219832_: The difficulty of the game (wrapping information in a DifficultyInstance object).
    • p_219833_: A boolean likely representing a condition affecting spawning, though within this snippet it is unused.
  2. Variable Setup:

    • difficulty: Fetches the current difficulty from p_219832_ (values include EASY, NORMAL, and potentially EXTREME).
    • flag, flag1, flag2: Boolean flags to check if the difficulty is EASY, NORMAL, or EXTREME, respectively.
  3. Switch Logic: Based on the RaiderType (p_219829_):

    • VINDICATOR or PILLAGER:
      • If the difficulty is EASY, the method uses a random value from 0-1 (p_219830_.nextInt(2)).
      • If the difficulty is NORMAL, always sets i to 1.
      • For higher difficulties, sets i to 2.
    • EVOKER or ILLUSIONER:
      • Always returns 0, meaning no bonus spawns for these types.
    • WITCH:
      • Returns 0 if the difficulty is EASY, the wave is less than or equal to 5, or the wave is 8 or greater than/equal to 11.
      • For valid cases, sets i to 1.
      • Under EXTREME, allows a bonus spawn (i = 1) for specific wave numbers.
    • RAVAGER:
      • Returns 0 if the difficulty is EASY, the wave is less than or equal to 3, or the wave is greater than 5.
      • For valid cases, sets i to 1.
      • In EXTREME, allows bonus spawns specifically for wave 4 or 5.
  4. Final Calculation:

    • If the calculated i is greater than 0, the method calculates and returns a random value between 0 and i (inclusive).
    • Otherwise, it returns 0, which means no bonus spawns.

What the code does overall:

The method determines how many "bonus" entities (i.e., extra spawns) of a specific RaiderType might spawn during a raid wave, based on:

  • The game difficulty (EASY, NORMAL, or EXTREME),
  • The specific raider type (e.g., VINDICATOR, WITCH, RAVAGER), and
  • The current wave number.

It uses randomness selectively in some situations to decide whether any bonus spawns should occur.

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