This code is related to a feature or mechanic in...

September 2, 2025 at 11:07 PM

@Override public boolean canUse() { return this.horse.level().hasNearbyAlivePlayer(this.horse.getX(), this.horse.getY(), this.horse.getZ(), 10.0); } @Override public void tick() { ServerLevel serverlevel = (ServerLevel)this.horse.level(); DifficultyInstance difficultyinstance = serverlevel.getCurrentDifficultyAt(this.horse.blockPosition()); this.horse.setTrap(false); this.horse.setTamed(true); this.horse.setAge(0); LightningBolt lightningbolt = EntityType.LIGHTNING_BOLT.create(serverlevel, EntitySpawnReason.TRIGGERED); if (lightningbolt != null) { lightningbolt.moveTo(this.horse.getX(), this.horse.getY(), this.horse.getZ()); lightningbolt.setVisualOnly(true); serverlevel.addFreshEntity(lightningbolt); Skeleton skeleton = this.createSkeleton(difficultyinstance, this.horse); if (skeleton != null) { skeleton.startRiding(this.horse); serverlevel.addFreshEntityWithPassengers(skeleton); for (int i = 0; i < 3; i++) { AbstractHorse abstracthorse = this.createHorse(difficultyinstance); if (abstracthorse != null) { Skeleton skeleton1 = this.createSkeleton(difficultyinstance, abstracthorse); if (skeleton1 != null) { skeleton1.startRiding(abstracthorse); abstracthorse.push(this.horse.getRandom().triangle(0.0, 1.1485), 0.0, this.horse.getRandom().triangle(0.0, 1.1485)); serverlevel.addFreshEntityWithPassengers(abstracthorse); } } } } } } @Nullable private AbstractHorse createHorse(DifficultyInstance p_30930_) { SkeletonHorse skeletonhorse = EntityType.SKELETON_HORSE.create(this.horse.level(), EntitySpawnReason.TRIGGERED); if (skeletonhorse != null) { skeletonhorse.finalizeSpawn((ServerLevel)this.horse.level(), p_30930_, EntitySpawnReason.TRIGGERED, null); skeletonhorse.setPos(this.horse.getX(), this.horse.getY(), this.horse.getZ()); skeletonhorse.invulnerableTime = 60; skeletonhorse.setPersistenceRequired(); skeletonhorse.setTamed(true); skeletonhorse.setAge(0); } return skeletonhorse; }

This code is related to a feature or mechanic in a Minecraft server or game mod, specifically involving "trap skeleton horses" (a game mechanic in Minecraft). Here's what the code does in detail:

1. canUse() Method

This method checks if there is any "alive" player within a 10-block radius of the horse's current position (this.horse). It likely determines whether some specific behavior (like the execution of tick()) is allowed to proceed when a player is nearby.

@Override
public boolean canUse() {
    return this.horse.level().hasNearbyAlivePlayer(this.horse.getX(), this.horse.getY(), this.horse.getZ(), 10.0);
}
  • this.horse.getX(), this.horse.getY(), and this.horse.getZ() refer to the horse's current position in the game world.
  • this.horse.level() accesses the game world or level the horse exists in.
  • hasNearbyAlivePlayer is a method that checks for the presence of any nearby active players within a 10-block radius.

If a player is nearby, it returns true, meaning the action or behavior is permitted.


2. tick() Method

This method performs the main behavior triggered once the canUse() method determines there is a nearby player. It simulates a "skeleton horse trap" activation in Minecraft. Here's the breakdown:

a. Setting Up the Initial Horse

  • It gets the current game level as a ServerLevel.
  • Fetches the difficulty settings at the horse's location (DifficultyInstance).
  • Modifies the horse:
    • Disables its "trap" state.
    • Tames the horse (setTamed(true)).
    • Sets its age to 0 (indicating it is now an adult).

b. Creating a Lightning Strike

  • A LightningBolt entity is spawned at the location of the horse. To do this:
    • A lightning bolt entity is created using EntityType.LIGHTNING_BOLT.create.
    • The bolt's position is set to the horse's coordinates, and it is marked as "visual only" (setVisualOnly(true)), meaning it won't damage players or entities but will create a visual effect.
    • The bolt is added to the world using serverlevel.addFreshEntity(lightningbolt).

c. Spawning a Skeleton Riding the Horse

  • A skeleton is created using a helper method, createSkeleton(), and placed on the horse (startRiding).
  • The skeleton (along with the horse it rides) is added to the world with addFreshEntityWithPassengers.

d. Spawning Additional Skeleton-Horse Riders

  • The code then spawns 3 additional skeleton horses with skeleton riders.
  • For each iteration:
    • A new skeleton horse is created using the createHorse() method.
    • A skeleton is added as a rider for the horse (startRiding).
    • The spawned horse is slightly pushed in a random direction (push(...)) to spread the skeleton-horses apart and make the spawn more natural-looking.
    • Each skeleton-rider pair is added to the world using addFreshEntityWithPassengers.

3. createHorse Method

This helper method generates a new skeleton horse and initializes it. Here's what it does:

  • Creates a SkeletonHorse entity for the current world and spawn reason (e.g., EntitySpawnReason.TRIGGERED).
  • Initializes and sets its position to match the current horse's position.
  • Grants the horse:
    • Temporary invulnerability (invulnerableTime = 60).
    • Persistence (ensures it does not despawn naturally).
    • A "tamed" state, meaning it's controllable by a player.
    • An age of 0, indicating maturity.

If everything succeeds, it returns the initialized SkeletonHorse. Otherwise, it returns null.


What the Code Does in Summary:

This code implements the mechanic of a "skeleton horse trap" in Minecraft:

  1. It checks if there are any nearby players using canUse().
  2. If a player is nearby, the trap is activated via the tick() method:
    • A lightning bolt strikes the location of the horse.
    • The horse is converted from a "trap" state and tamed.
    • A skeleton rider spawns on the horse.
    • Three additional skeleton horses with riders spawn nearby for a total of four skeleton-horse mobs in the area.

This mimics the behavior of skeleton horse traps in Minecraft where, upon activation, a lightning strike occurs and skeleton riders appear on previously harmless-looking skeleton horses.

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